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Anzio

Wildcat To Whale
22nd January to 19th February 1944

A Campaign & Scenario Booklet for


“I Ain’t Been Shot, Mum!”
By Robert Avery
Index
Introduction

Introduction Page 2
Notes Page 3
Figure Requirements Page 6
Campaign Map Page 7
Allied Order of Battle Page 8
German Order of Battle Page 11

The Scenarios (all dates are 1944)

1 The Mussolini Canal 22nd/23rd January Page 14


2 Carroceto 25th January Page 26
3 The Road to Cisterna 25th January Page 35
4 The Road to Sessano 25th January Page 43
5 The Huts 26th January Page 50
6 Cisterna 30th January Page 59
7 The Cisterna Creek Ravine 30th January Page 70
8 Campoleone Railway Station 30th January Page 79
9 Towards the Vallelata Ridge 31st January Page 90
10 Highway 7 31st January Page 99
11 The Campoleone Salient 4th February Page 108
12 East of the Factory 7th/8th February Page 120
13 Aprilia 9th February Page 129
14 North of Carroceto 9th/10th February Page 138
15 Carroceto Again 10th February Page 146
16 Aprilia Again 11th February Page 154
17 Fischfang Day 1 – A 16th February Page 164
18 Fischfang Day 1 – B 16th February Page 173
19 Fischfang Day 2 17th/18th February Page 182
20 Fischfang Day 3 18th February Page 191
21 Fischfang Day 4 19th February Page 199

Appendicies

Aftermath Page 209


Table of Comparative Ranks Page 210
Bibliography Page 210

1
Introduction
I had hoped we were hurling a wild cat on to the shore, but all we had got was a stranded whale.
Winston Churchill

By the end of 1943, the Allied advance up the boot of Italy had come to an abrupt halt: blocked by
Kesselring’s Gustav Line centred on Monte Cassino. Frustrated by the lack of progress, Churchill
persuaded Roosevelt and Stalin, at this stage only interested in planning for D-Day, that an
amphibious invasion north of the line would either force the German 14th Army to withdraw or lead
to it being surrounded and destroyed where it stood. Whatever happened, Rome would fall, and
German attention and troops would be drawn away from Normandy.

The invasion, known as Operation Shingle, had a difficult birth. It was officially cancelled once,
and it was only after Churchill’s personal intervention that enough specialist ships were found to
simultaneously land the two divisions that were required. Despite this, the landing proved an
immense success, catching the German completely by surprise.

After that, however, things quickly fell apart. Kesselring had prepared detailed contingency plans to
meet an invasion, and the Germans were able to rush a “ring of steel” around the beachhead whilst
the Allies were still landing supplies and establishing an initial perimeter. There is much debate
over whether a rapid advance inland would have prevented the four months of fighting stalemate
that followed, but the latest view (despite Churchill’s opinion, above) is that Lucas, the Allied
commander, had not been given enough men to make immediately striking for Rome or the rear of
the Gustav Line a long term success and, at any rate, had received implicit orders to act with
extreme caution rather than gung-ho abandonment.

This scenario booklet covers the first part of Operation Shingle: from the Allied landing to the
moment when Operation Fischfang, the first major German counter-attack, faltered and failed. As
always, it concentrates on a tactical rather than a strategic or operational history of the campaign. It
contains twenty-one scenarios based on the historical actions of that first month. The initial Allied
probes inland are followed by more carefully crafted attacks against increasingly solid German
resistance. As the initiative passes to the Germans, the Allies go over onto the defensive:
desperately trying to prevent themselves being pushed back into the sea until Fischfang is broken up
through a combination of overwhelming artillery barrages, aerial bombardment, and stout defense
on the ground.

The scenarios present players with an interesting set of challenges. First and foremost is the terrain
to be fought over. Much of the ground is open, horribly open: even field boundaries are usually
paths rather than fences or hedges. Much action will therefore centre on what little cover there is:
towns, villages, irrigation ditches, embankments etc. The terrain that isn’t flat is wadis: deep,
bramble-filled ravines surrounded by rocky crests. Combined with the fact that constant driving rain
has turned all ground into quagmire, what looks like good tank country is, in fact, absolutely the
opposite: referees are positively encouraged to bog down armour and vehicles that stray from the
roads! Another challenge is that many actions were fought at night: and I would suggest playing
them as such rather than, as many people do, ignoring the fact and re-fighting them as if in daylight.

Finally players will encounter a huge variety of troop types and vehicles. Line infantry, Guardsmen,
Parachute infantry (on both sides), Jaegers, Luftwaffe ground troops (a penal battalion at that),
Rangers, Special Service troops, Recon troops: you name them, they fought at Anzio! The Germans
deployed Panzer IIIs, IVs, Vs and VIs at Anzio, along with a number of different self-propelled
guns. For the Allies, it is Shermans and Wolverines all round. Enjoy!

2
Notes
Layout
Each scenario is presented in the same way. First there is the Game Briefing that contains all the
information that the Umpire needs to run the scenario. Then there are individual briefings for both
the Allied and German commanders.

The Umpire needs to read all three briefings as there is occasionally some information on the
players’ briefing sheets that is not duplicated on his own. Players should only read their own
briefing sheet. All Umpires need to do is to print off the players’ briefing sheets and hand them
over: players require no additional information.
A map is provided for each scenario. Some scenarios allow both players access to the map prior to
the game; some scenarios allow only one side to prepare their tactics and deployment in advance.
Details are given in the Umpire’s briefing.

Big Men
Where known, I have given Big Men the names of the actual participants in the actions described,
and marked their names with an asterisk*. Where I have not been able to identify particular
personalities, I have given a rank and a name based on a theme chosen for that scenario.
Anonymous German Big Men, for example, might take their names from German spirits:
Hauptmann Kurt Kirshwasser; Oberleutnant Dieter Doppelkorn; Stabsfeldwebel Siegfried
Schnapps; Oberleutnant Winkelhausen Weinbrand being examples!

Nomenclature
I have done my best to make the naming of the units involved in the various actions described as
clear as possible: generally adding what country the unit came from to its name e.g. the 1st (US)
Armored Division. Individual companies are described according to unit practice: generally A
Company, B Company etc but note that the British Guards used No.1 Company, No.2 Company etc
except for the Scots Guards that used Right Flank Company; B Company; C Company and Left
Flank Company!

Turn Cards
When required by a scenario, you will need to include a Turn Card into the pack. This is distinct
from the Tea Break card, and governs when certain scenario events happen. Reinforcements for one
side, for example, might arrive on the fifth appearance of the Turn Card, no matter how many times
the Tea Break card has been turned.

Climate & Terrain


Although each scenario will describe the particular terrain to be fought over, below is a scene-
setting description of the terrain and weather encountered during the first two months of the Anzio
campaign.
The town of Anzio lies on a coastal plain ringed by the Alban Hills. Within this “basin”, the terrain
to the south-east is mostly land reclaimed from marshes and turned into flat fields criss-crossed by
drainage ditches. It is flat, featureless and divided by the great Mussolini Canal. Around Anzio
itself, the terrain is woody: pine, cork-oaks and scrub interspersed with sandy clearings. North and
north-west of Anzio, the terrain is more undulating: featuring rolls of open country slashed by deep,
bramble-filled “wadis”. Two ridges dominate this area: the Vallelata and Buonriposo Ridges. Any
other areas are, frankly, flat!

3
In game terms, therefore, much of the battlefield will be open terrain, with only the odd fold in the
ground or patches of scrub giving cover. Even field boundaries would be rough paths rather than
fences or hedges. Good cover is really only to be found either within wadis or drainage ditches, or
up on the aforementioned ridges.

The weather during January and February 1944 was wet: very wet! The official history states that
only two days out of seven could be considered dry, with some days being just an endless
downpour. This had the effect of turning the flat country into one great marsh: hence the reason that
a Vehicle Breakdown card is almost always included in the pack.

Fighting at Night
Some of the scenarios in this booklet take place at night. Unless otherwise specified, the following
rules apply when a scenario takes place at night:

• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3.

• All fire outside short range is shifted one column to the right.

• Each side will have an extra 1d3 Blinds.

• Distances for visibility are halved at night. Illuminated targets, however, should be visible from
distances longer than the wargaming table, although terrain features will obscure vision as
normal.
Note that mortars and artillery may fire star shells and other illumination rounds. Each time one is
fired, mark the target spot and calculate deviation as usual. From the point of “impact” (the flare
will be slowly floating down to earth) assume a radius of 12”, and a duration of 1d3+1 turns for
light mortars and 1d3+3 for other artillery. Everything within the radius is assumed to be in the
equivalent of daylight, and illuminated for troops not in the radius.

Air Support
Both sides (but mostly the Allies) can benefit from air support in the form of spotting planes,
bombers, dive–bombers or strafing fighters. If not specified in the scenario, when the card is turned,
roll a d10 to establish what sort of plane arrives. On a 1-2, it is a scout plane; on a 3-5, it is fighters;
on a 6-8, dive bombers; and on a 9-10, bombers.
Scout planes allow an extra spotting roll with a basic 7+ needed to successfully spot. Umpires
should adjust this appropriately, but remember that the viewpoint is from above.

When the other forms of air support occur, the player specifies the point on which he is calling the
attack. The attack happens immediately, and has a deviation of 2d6 in either case. The bombers
have a blast radius of 8” and the dive-bombers have a blast radius of 4”. The fighters hit a strip 2”
wide by 5” long starting at the impact point and extending in any direction the player wishes
(specified before rolling for deviation).
In all cases, infantry caught in the blast roll 2d6 on the 9-18” table, adjusted for cover, and vehicles
caught in the blast roll as if hit by a gun class 2 weapon.

Artillery Support
Artillery support is defined in terms of a number of fire missions of one or more artillery batteries,
with the number and type of gun available to each relevant battery being specified.

4
For example, one side has access to three fire missions of 4 x 120mm mortars. Their Off Table
Artillery card is placed in the pack at the beginning of the game, but removed after they have fired
three full fire missions.
A fire mission is defined as the whole battery firing for effect i.e. you can fire as many ranging
shots as you like, but may be limited to how many times you can actually fire the battery doing
damage.
A Forward Observation Officer (FOO) is a bit like an artillery bonus card: he can order a ranging
shot, move the point of aim by 1d6, or call in a full fire mission.

I recommend the following “quick” process for firing artillery: the first card that appears (where a
card is either an off-table artillery card, an FOO card, or the card of the senior Big Man present in
the force’s OB) allows a ranging shot; a second card allows either (a) another ranging shot; or (b)
the fall of the first ranging shot to be corrected by up to 6”, provided the point of impact can be
“seen” by the corrector; or (c) a complete fire mission to be called in.

A Note on Blinds
Many of the scenarios involve units beginning the game on the table but under Blinds and
sometimes concealed in ambush or dug-in positions. The player controlling those Blinds should
mark on his map where they are positioned, but need not place a Blind marker on the table, as this
would give the enemy more indication than should actually be available of where troops might be
positioned .
The Umpire should obviously also know where these Blinds are, and must pay careful attention to
the distance and Tea Break card automatic spotting rules.

Should the player under these already-on-table Blinds want to move them before they have been
spotted, then he may do so, but must then place a Blinds marker on the table to mark the unit’s
position. Umpires should feel free to allow the player to move the occasional fake Blind in the same
way!

A Note on Vehicle-Mounted LMG’s and MMG’s


To properly represent the fighting in this theatre, all tanks and APCs may use their initiative dice to
fire their machine guns with up to 2d6 effect i.e. if a vehicle has three initiative dice available, it
could move with two and then use 1d6 to fire, or move with one and use 2d6 to fire. This applies
whether the vehicle is using heavy, medium or light machine guns, with the exception of the M10
Wolverine.

The American M10 Wolverines have a .50 cal. heavy machine gun mounted on their turret. For the
purposes of these scenarios, if the M10 is stationary and does not fire its main gun, then its HMG
fires with 3d6 rather than the usual 2d6. This may seem to give the vehicle an unfair advantage, but
time and time again the first hand accounts of the fighting mention how the .50 cal.’s of the M10’s
helped to break up enemy attacks.

5
Figure Requirements

Figures Max. 1 2 3 4 5 6 78 9 10 11 12 13 14 15 16 17 18 19 20 21
Big Men 1 9 4 4 7 9 5 3 4 4
Rifle Section 8 17 10 4 16 17 10 7 10 9
Forward Observer Team 1 2 2 1
2" Mortar Team 2 3 3 3 1 3 2 3
British

PIAT Team 2 6 3 1 3 6 3 2 3 2
MMG Team 3 2 1 1 1 1 2
L50 6lb Anti-Tank Gun 5 2 2 2 2
AT Gun Tows n/a 2 2 2
Universal Carrier n/a 6 3 4 6 3
M4 Sherman n/a 4 4 1 2 4
Big Men 1 8 8 6 5 4 5 5 7 1 6 5 5 4 4 8
Infantry Rifle Squad 10 22 14 11 2 11 17 11 10 11 10 22
Parachute Carbine Squad 10 11 11 11 2
Ranger Assault Squad 8 4 4
Ranger LMG Squad 5 4 4
Forward Observer Team 1 2 2 1 1 1
Sniper 1 1 1 1
Bazooka Team 2 6 5 4 3 2 3 1 3 1 2 3 2 3 4 6
LMG Team 2 4 4
American

60mm Mortar 2 4 3 3 2 1 3 3 4 3 2
81mm Mortar Team 3 2 2
MMG 3 6 2 2 2 5 6 2 2 3 4
HMG 3 1 1 1 1
M6 37mm Anti-Tank Gun 4 1 1
M1 57mm Anti-Tank Gun 5 2 2
Jeep n/a 10 10 2 4
M3 Halftrack n/a 3 3
M8 Greyhound n/a 3 3 1
M4 Sherman n/a 10 4 5 2 10 4 10 3 3 8
M5A1 Stuart n/a 4 4
M10 Tank Destroyer n/a 4 4 3 2 4 2 2 2
Big Men 1 11 4 4 5 4 4 7 6 4 5 3 10 11 6 6 10 9 8 4 4 7 6
Infantry Rifle/LMG Squad 8 24 6 4 9 9 14 2 5 3 5 18 18 12 12 9 18 24 8 12 12
Luftwaffe Rifle/LMG Squad 8 9 9
Fallschirmjager Squad 8 10 10 10
Sniper 1 1 1 1 1 1 1 1 1 1 1 1
Panzershrek Team 2 2 2 1
LMG Team 2 4 4 4
Forward Observer Team 2 1 1 1
MMG Team 3 6 1 3 4 1 6 3 1 3 4 4 4 2 2 4 6 4 2 3 4
81mm Mortar Team 3 3 1 2 2 3 3 2 2 2
Tank Hunter Team 4 2 1 1 1 2
Pak 38 Anti-Tank Gun 5 2 2 1
Pak 40 Anti-Tank Gun 5 3 1 3
75mm Field Gun 5 2 2 2 1 1 2 1
German

Horse-drawn Limber n/a 2 2 2 1


Kubelwagon n/a 2 1 1 2 1
Truck n/a 6 6 2 2
SdKfz 251 n/a 3 1 3
SdKfz 222 n/a 1 1
SdKfz 7/1 Flakwagon n/a 4 4
SdKfz 7/2 Flakwagon n/a 4 4
Wespe SP Gun n/a 2 2 2
Hummel SP Gun n/a 2 2 2 2 1
StuG III (G) n/a 4 1 2 2 2 2 2 3 4
Panzer III (L) n/a 4 3 4 4
Panzer III (N) n/a 4 1 4
Panzer IV (H) n/a 5 2 5 2 2 2 2 3 3 4
Panzer IV (J) n/a 2 2
Panzer V Panther (D) n/a 2 2 2 2 2
Panzer VI Tiger I (E) n/a 3 2 1 2 3

6
CAMPOLEONE FORMOL
8 DEL
E BOVE
DG CREEK
RI
TA 11
A ICO SPOCCASSI
EL LF
LL DE CREEK
VA O HI
MP GH
CA PREFETTI W
AY
9 CREEK 7
ARDEA

Order of Battle.
INCASTRO APRILIA
RIVER 14 (THE5FACTORY) 10
13&16 12
CARROCETO CARANO
2&15 CISTERNA
CREEK
PONTE

FIC
MOLETTA RIVER CARANO

OC
ROTTO

CI
A
17 LE MOLE 18 6

CR
BUON RIPOSO RIDGE CREEK

EE
“B

K
OW ISOLA
LIN CROCETTA
“DEAD END ROAD” G BELLA
19 20 AL
LE
Y PADIGLIONE CISTERNA
21” PONTONO
CREEK
CREEK
“THE WEST CH
FLYOVER” BRANCH DIT
MUSSOLINI
3 ON
O
CANAL ONT
CAMPOMORTO
P

7
7
LE FERRIE
SESSANO

CONCA
1
RA
ILW
AY
LORICINA BE
D
4
RIVER

BORGO
PIAVE

NETTUNO
LITTORIA
ANZIO
ROCCO MUSSOLINI
CANAL
Campaign Map with Scenarios Marked

BORGO
SABOTINO

VALMONTORIO

Note that a version of the campaign map without scenarios marked appears at the end of the Allied
Operation Shingle: Allied Order of Battle
U.S. VI Corps (Major General John P. Lucas)

3rd United States Division (Major General Lucian K. Truscott, Jnr)


[Landed 22nd January]
7th Infantry Regiment (Colonel Harry B. Sherman)
15th Infantry Regiment (Lieutenant Colonel Ashton H. Manhart)
30th Infantry Regiment (Lieutenant Colonel Lionel C. McGarr)

751st Tank Battalion


601st Tank Destroyer Battalion

45th Infantry Division (Major General William W. Eagles)


[Elements begin landing 23rd January, complete by 3rd February]
157th Infantry Regiment (Colonel John H. Church)
179th Infantry Regiment (Colonel Malcolm R. Kammerer)
180th Infantry Regiment (Colonel Robert L. Dulaney)

158th Field Artillery Battalion


160th Field Artillery Battalion
189th Field Artillery Battalion

191st Tank Battalion (Major Asbury W. Lee)


645th Tank Destroyer Battalion

1st (US) Armoured Division (Major General Ernest N. Harmon)


[Elements of 1st Armoured begin landing 23rd January]

Organised into Combat Commands (mixed infantry and tanks) A, B and R

1st Armoured Regiment


4th Armoured Regiment
13th Armoured Regiment

6th Armoured Infantry Battalion (Colonel Paul Steele)


11th Armoured Infantry Battalion
14th Armoured Infantry Battalion

27th Armoured Field Artillery Battalion


68th Armoured Field Artillery Battalion
91st Armoured Field Artillery Battalion

81st Cavalry Reconnaissance Squadron


47th Armoured Medical Battalion
123d Ordnance Battalion
141st Armoured Signal Company
16th Armoured Engineer Battalion

6615th Ranger Force (Colonel William O. Darby)


[Landed 22nd January]
1st Ranger Infantry Battalion (Major Jack Dobson)
3rd Ranger Infantry Battalion (Major Miller)
4th Ranger Infantry Battalion

8
First Special Service Force (Brigadier General Robert T. Frederick)
[Landed 2nd February]
1st, 2nd and 3rd Regiments

Corps Troops
[Landed 22nd January]
504th Parachute Infantry Regiment (Colonel Reuben H. Tucker)
509th Parachute Infantry Battalion (Lieutenant Colonel William P. Yarborough)
83rd Chemical Battalion

1st (British) Division (Major General William R.C. Penney)

2nd Infantry Brigade (Brigadier E.E.J. Moore)


[Landed 22nd January]
1st Loyals
2nd North Staffordshire
6th Gordon Highlanders

3rd Infantry Brigade (Brigadier J.G. James)


[Landed 22nd January]
1st Duke of Wellington’s (Colonel Webb-Carter)
2nd Sherwood Foresters
1st King’s Shropshire Light Infantry

24th Guards Brigade (Brigadier Alistair S.P. Murray)


[Landed 22nd January]
5th Grenadier Guards
1st Scots Guards (Lieutenant Colonel David Wedderburn)
1st Irish Guards (Lieutenant Colonel C.A. Montagu-Douglas-Scott)

Artillery
2nd, 19th, 67th, and 24th Field Regiments, Royal Artillery
80th Medium Regiment, Royal Artillery
81st Anti-Tank Regiment, Royal Artillery
90th Light Anti-Aircraft Regiment, Royal Artillery

Engineers
23rd, 238th, 248th Field Companies, Royal Engineers

Divisional Troops
[Landed 22nd January]
1st Reconnaissance Regiment (Lieutenant Colonel E.A.S. Brett)
2/7th Middlesex Regiment (Machine Guns)
46th Royal Tank Regiment

2nd Special Services Brigade (Brigadier R.F.J. Tod)


[Landed 22nd January]
9th (Royal Marine) Commandos
43rd (Royal Marine) Commandos

Beach Group
54th Durham Light Infantry
70th Queen’s Own Royal West Kent Regiment

9
56th Division (Major-General Gerald W.R. Templer)

168th Infantry Brigade (Brigadier Kenneth C. Davidson)


[Landed 1st to 3rd February]
10th Battalion, Royal Berkshire Regiment (Lieutenant Colonel I.R. Baird)
1st Battalion, The London Scottish
1st Battalion, The London Irish Rifles

167th Infantry Brigade (Brigadier J. Scott-Elliot)


[Landed 13th February]
8th Battalion, Royal Fusiliers
9th Battalion, Royal Fusiliers
7th Battalion, Oxfordshire & Buckinghamshire Light Infantry

169th Infantry Brigade (Brigadier L.O. Lyne)


[Landed 19th February]
2nd/5th Queen’s Royal Regiment
2nd/6th Queen’s Royal Regiment
2nd/7th Queen’s Royal Regiment

Campaign Map

CAMPOLEONE FORMOL
DEL
BOVE
GE CREEK
RID
TA ICO SPOCCASSI
ELA LF
LL DE CREEK
VA M PO HI
GH
CA PREFETTI W
AY
CREEK 7
ARDEA
INCASTRO APRILIA
RIVER (THE FACTORY)

CARROCETO CARANO
CISTERNA
CREEK
PONTE
FIC

MOLETTA RIVER CARANO


OC

ROTTO
CIA

LE MOLE
CR

BUON RIPOSO RIDGE “B CREEK


EE

OW
K

ISOLA
LIN CROCETTA
“DEAD END ROAD” G BELLA
AL
LE
Y PADIGLIONE
PONTONO CISTERNA

CREEK
CREEK
“THE WEST
CH

FLYOVER” BRANCH
DIT

MUSSOLINI
O
ON

CANAL
NT
PO

CAMPOMORTO

LE FERRIE
SESSANO

CONCA
RA
ILW
AY
LORICINA BE
D
RIVER

BORGO
PIAVE

NETTUNO
LITTORIA
ANZIO
ROCCO MUSSOLINI
CANAL

BORGO
SABOTINO

VALMONTORIO

10
German Troops at Anzio
“On Paper” Order of Battle

Below is the order of battle of the German 14th Army at Anzio. It should be consulted cautiously,
however, especially for the early stages of the campaign, as the desperate nature of the way that
German units were rushed into the “ring of steel” around the Allied beachhead meant that units
often fought in makeshift battle groups alongside troops from different divisions and even corps.

FOURTEENTH ARMY (General Eberhard von Mackensen)

I PARACHUTE CORPS (General Alfred Schlemm)

4th Parachute Division (Major General Heinz Trettner)


29th Panzer Grenadier Division (Lieutenant General Walther Fries)
65th Infantry Division (Major General Helmuth Pfeifer)
715th Infantry Division (Major General Hans-Georg Hildebrandt)
114th Jäger Division (Lieutenant General Karl Eglseer)

LXXVI PANZER CORPS (General Traugott Herr)

3rd Panzer Grenadier Division (Lieutenant General Fritz-Hubert Gräser)


26th Panzer Division (Lieutenant General Smilo von Luettwitz)
Hermann Göring Panzer Division (Major General Paul Conrath)
362nd Infantry Division (Lieutenant General Heinz Greiner)
71st Infantry Division (Major General Wilhelm Raapke)

German Troops at Anzio: 26th January 1944


Operating as individual commands and in ad hoc battle groups:

3rd Panzer Grenadier Division (Lieutenant General Fritz-Hubert Gräser)


Hermann Göring Panzer Division (Major General Paul Conrath)
4th Parachute Division (Major General Heinz Trettner)
65th Infantry Division (Major General Helmuth Pfeifer)
71st Infantry Division (Major General Wilhelm Raapke)
114th Jäger Division (Lieutenant General Karl Eglseer)

11
German Troops at Anzio: 28th January 1944
(Clockwise from left to right of US VI Corps)

65th Infantry Division (Major General Helmuth Pfeifer)


Torre Vaianica-Fosso della Moletta-Vallelata

Gericke Battle Group


1st, 2nd, 3rd Battalions, 11th Parachute Regiment
2nd Battalion, 71st Panzer Grenadier Regiment (of 29th Panzer Grenadier Division)
2nd Battalion, 200th Panzer Grenadier Regiment (of 90th Panzer Grenadier Division)

145th Grenadier Regiment


1st, 2nd, 3rd Battalions

147th Grenadier Regiment


1st, 2nd, 3rd Battalions

3rd Panzer Grenadier Division (Lieutenant General Fritz-Hubert Gräser)


Vallelata to a north-south line drawn two miles east of the Via Anziate

Ens Battle Group


1st, 2nd Battalions, 104th Panzer Grenadier Regiment (of 15th Panzer Grenadier Division)

29th Panzer Grenadier Regiment


1st, 2nd, 3rd Battalions

71st Infantry Division (Major General Wilhelm Raapke)


North-south line drawn two miles east of the Via Anziate, to Fosse delle Mole

194th Grenadier Regiment


1st, 2nd, 3rd Battalions

Herman Göring Panzer Division (Major General Paul Conrath)


Fosse della Mole-Cisterna-west of Littoria to the sea

1st Battalion, 1st Panzer Regiment


1st & 2nd Battalions, von Corvin Regiment

Schultz Battle Group


3rd Battalion, 1st Parachute Regiment
MG Battalion (of 1st Parachute Division)

Knöchlein Battle Group


2nd Battalion, 35th SS Panzer Grenadier Regiment
2nd Battalion, 36th SS Panzer Grenadier Regiment (of 16th SS Panzer Grenadier Division)

Berger Battle Group


3rd Battalion, 721st Jäger Regiment (of 114th Jäger Division)
7th German Air Force Jäger Battalion
129th Reconnaissance Battalion (of 29th Panzer Grenadier Division)
356th Reconnaissance Battalion (of 356th Infantry Division)

12
German Troops deployed for Fischfang
16th February 1944

LXXVI PANZER CORPS

3rd Panzer Grenadier Division (Lieutenant General Fritz-Hubert Gräser)


29th Panzer Grenadier Regiment (three battalions)
Infantry Lehr Regiment aka 309th Panzer Grenadier Regiment (three battalions)

715th Infantry Division (Major General Hans-Georg Hildebrandt)


725th Grenadier Regiment (three battalions)
735th Grenadier Regiment (three battalions)

114th Jäger Division (Lieutenant General Bourquin)


721st Jäger Regiment (three battalions)
741st Jäger Regiment (three battalions)
1028th Panzer Grenadier Regiment (two battalions)

29th Panzer Grenadier Division (Lieutenant General Walther Fries)


15th Panzer Grenadier Regiment (three battalions)
71st Panzer Grenadier Regiment (three battalions)

26th Panzer Division (Hecker, acting for von Lüttwitz)


2nd Battalion, 26th Panzer Regiment
9th Panzer Grenadier Regiment (two battalions)
67th Panzer Grenadier Regiment (two battalions)

Plus six Reconnaissance Battalions, the usual divisional engineer and anti-tank units, and artillery
consisting of 11 10-cm guns, 38 medium field howitzers and 80 light field howitzers. 76th Panzer
Corps was also assigned the newly available Sturmpanzers; Goliaths; and Ferdinands (aka
Elephants); and extra Panthers and Tigers taken from elsewhere in the theatre.

I PARACHUTE CORPS

65th Infantry Division (Major General Helmuth Pfeifer)


145th Grenadier Regiment (three battalions)
147th Grenadier Regiment (three battalions)
1027th Panzer Grenadier Regiment (one battalion)

4th Parachute Division (Major General Heinz Trettner)


10th Parachute Regiment (three battalions)
11th Parachute Regiment (three battalions)
12th Parachute/Sturm Regiment (three battalions)
1027th Panzer Grenadier Regiment (one battalion)

Plus the usual divisional engineer and anti-tank units, and artillery consisting of 10 10-cm guns, 8
medium field howitzers and 34 light field howitzers. 1st Parachute Corps was also assigned a few
assault guns and a company of the new Hornets (88’s mounted on a modified Panzer III chassis)

13
Scenario 1: The Mussolini Canal
22nd/23rd January 1944
The Allied landings at Anzio took the Germans completely by surprise. At 0200hrs on 22nd
January 1944, the Rangers, led by their commander Colonel William O. Darby of Arkansas, and
followed by elements of 509th Parachute Battalion, landed and quickly fanned out into the town
itself, killing or capturing the handful of enemy they found there. By 0800hrs, Anzio had been
secured; by 1015hrs, Nettuno, just to the east, had also been taken. More importantly, the Germans
had had no time to destroy the port facilities, and the local German Commandant had been killed in
an ambush as he drove to his headquarters at Nettuno to investigate the strange noises reported as
coming from the direction of the sea.

On Peter beach, 1st British Division were delayed by sand bars, but the only opposition they
encountered was a squad of German infantry caught asleep in their pyjamas in a nearby farmhouse.
A perimeter was soon established: from left to right, 2nd Brigade; 24th (Guards) Brigade; and 2nd
(Special Services) Brigade; with 3rd Brigade remaining off-shore as a floating reserve. Elements of
Special Services brigade (9 and 43 Commando) quickly moved forward into the western edges of
the Padiglione Woods, astride the Via Anziate, the main road from Anzio to Carroceto and Aprilia.

The 3rd US Infantry Division landed on X-Ray beach without meeting any opposition, and quickly
pushed forward to secure their perimeter. Elements of 7th Infantry Regiment moved to the east and

CAMPOLEONE FORMOL
DEL
BOVE
E
DG CREEK
RI
A
AT ICO SPOCCASSI
EL LF
LL DE CREEK
VA MPO HI
GH
CA PREFETTI W
CREEK AY
7
ARDEA
INCASTRO APRILIA
RIVER (THE FACTORY)

CARROCETO CARANO
CISTERNA
CREEK
PONTE
FIC

MOLETTA RIVER CARANO


OC

ROTTO
CI

LE MOLE
A
CR

BUON RIPOSO RIDGE “B CREEK


EE

OW
K

ISOLA
LIN CROCETTA
“DEAD END ROAD” G BELLA
AL
LE
Y PADIGLIONE CISTERNA
” PONTONO
CREEK
CREEK
“THE WEST
CH

FLYOVER” BRANCH
DIT

L MUSSOLINI
O

NS
ON

CANAL
NT
PO

CAMPOMORTO

PETER 6GH

X
IG LE FERRIE
2
SESSANO
X SG 43SS
24 CONCA
Guards 9SS 30 RA
XX 1 ILW
X GG AY
1 2 Special LORICINA BE
D
Service RIVER 3 30
X

3 1 7 2 30 BORGO
PIAVE
4Rn
3Rn 2 73 7
509

1Rn
3 15 LITTORIA
ANZIO
ROCCO MUSSOLINI
CANAL
XX
DIVISION X-RAY BORGO
X
SABOTINO
BRIGADE 2 15 1
7 15
6615 Ranger
+ 509 th Parachute 30 VALMONTORIO
REGIMENT

XX 15
BATTALION 3

14
made contact with the Rangers and Commandoes; and patrols from the 3rd Reconnaissance and
Provisional Reconnaissance Troops made sure of the right flank by seizing and blowing the bridges
over the Mussolini Canal. By noon on D-Day, VI Corps had reached all their preliminary
objectives; by midnight, some 36,000 men, 3,200 vehicles, and large quantities of supplies were
ashore for the loss of only 154 men killed, wounded or missing.

In fact the only thing missing from the Allied landing was some opposition: the two German
divisions that had been assigned to guard this coast had been sent to the southern front only a few
days before, and the only German forces left in the area were scattered elements of 29th Panzer
Grenadier Division. As an example, one nine-mile stretch of coast was occupied by a single
company. The first news of the landings to German High Command came from a Corporal of
German railway engineers, stationed in Anzio to supervise timber supplies, who sped off on his
motorbike in search of someone to report to: eventually encountering a Lieutenant Heurich of 200th
Panzer Grenadier Regiment in Albano, who gave the news to the German Town Mayor of the town,
who telephoned German headquarters in Rome at about 0400hrs.

Actions On The Mussolini Canal

As mentioned above, the right flank of the beachhead had been immediately secured by patrols
from the 3rd Reconnaissance and Provisional Reconnaissance Troops, who had driven straight out
from their initial landing and captured and then blown up the four bridges across the north-south
stretch of the Mussolini Canal. The only resistance encountered was at the southernmost bridge,
where three German armoured cars were knocked out with bazookas.

During the late afternoon and early evening of the 22nd, 3rd Reconnaissance Troop, now supported
by the leading elements of 30th Infantry Regiment, also seized the bridges across the western
branch of the Mussolini Canal. The Germans, however, had been very quick to respond to the
Allied landing, and that night elements of the Herman Goering Panzer Division and 29th Panzer
Grenadier Division recaptured most of the bridges across the canal with aggressive, tank-supported
attacks. Major Robert “Bob” Crandall, commanding 3rd Reconnaissance Troop, was captured that
evening whilst he was checking on the security of the bridge west of Sessano. Unknown to him, the
Germans had retaken the bridge and he drove his jeep into the middle of a German battalion!

The German success was only temporary. On the morning of the 23rd, the rest of the US 30th
Infantry Regiment was brought up, including its supporting armour (both tanks and tank destroyers)
and the Germans were driven off the bridges across the western branch of the canal again. A
German counter-attack on the bridge north of Conca (on the road to Cisterna) was also beaten off
later that morning. Meanwhile, 504th Parachute Infantry, who had come ashore as part of VI Corps
reserve, attacked and re-took the bridges along the main north-south stretch of the canal.

Introduction

This scenario will focus on a fight for one of the bridges over the Mussolini Canal. The action will
start with the unopposed arrival at the bridge by US reconnaissance units; followed by a strong
German counter-attack; followed by a strong US counter-attack to re-take the bridge. As the
scenario telescopes the time taken for the actual historical events to occur into something that fits
into a standard game session, Umpires will need to manage the flow of the game across its three
phases, paying particular attention to when one phase ends and the next begins.

15
Map & Terrain

Originally dug to drain the Pontine Marshes, the Mussolini Canal is a formidable barrier. Along its
length, it’s width varies between 80 and 170 feet (25-50m.); it’s depth from 12 to 20 feet (3.5-6m.).
Running into the canal are many smaller channels that form a grid of ditches that provide just about
the only cover in the area: the countryside between the ditches is so flat and featureless that it was
known as the “Billiard Table” by those who fought over it.

The section of the canal that forms the centrepiece of this scenario should be taken as being about
90 feet (27m.) wide. At IABSM’s rough ground scale of eighty yards equals one foot, that makes
the canal about 4½ inches (11.5cms) wide on the wargames table if using 15mm figures. I have
used as my model a contemporary photograph of one of the actual bridges taken later on in the
campaign by US reconnaissance aircraft, so please ignore the tread way bridge built by US
Engineers just to the left of the (damaged) main span; the concrete roadblocks added by the
Germans dotted along the road; and the trench systems dug by American soldiers in the fields to the
right!

The table should be largely flat, with a couple of low, gentle slopes in the NE and SW corners. The
road running east-west is on top of an embankment that is approximately nine feet high, and
provides good cover for anyone sheltering behind it. The dashed lines represent low, picket-style
fences (no barbed wire) that deduct only 1” from anyone moving across them. The patches of green
are low shrubs. Feel free to add folds in the ground or other patches of greenery as you wish, but the
only real cover should be the embankment and drainage ditches (see below).

The canal is impassable except at the bridge. The drainage ditches (the narrow blue lines) are 4-6ft
deep and an impassable barrier to wheeled vehicles. Tracked vehicles must roll a d6: on a 5 or 6
they are bogged down for the rest of the game. Infantry lose a dice to enter and leave them; may
count them as good cover; and subtract 1” from each dice used for movement when travelling along
them (single file only).

Note that the US player briefing does not contain


a detailed description of the potential effects of
the terrain: that’s what their Recon force is for!

Running the Game/Initial Dispositions

Both sides start off table. On Turn 1, the US


Recon force will enter the table from the western
edge anywhere between the road and the SW
corner of the table. The US player should be
unaware that there are no enemy already on the
table, and Umpires should feel free to suggest
that every inch of the terrain the US player can
see is packed with elite German troops!
Nevertheless, if the US player follows the orders
given in his briefing, he will head as directly as
possible to capture the bridge.

The German counter-attack will begin at the


discretion of the Umpire anytime after the US
Player can be said to have “captured” the bridge.
Ideally, the US Recon force will have arrived at

16
the bridge and thrown one or two elements across it, but not be too far down towards the eastern
edge of the table. German forces enter the table anywhere along its eastern edge.

The US counter-counter attack will also begin at the discretion of the Umpire anytime after the
German Player can be said to have “re-captured” the bridge. Ideally, the Germans will have
comprehensively defeated the US Recon force, but not be too far down towards the western edge of
the table. The US counter-counter attack will enter the table from the western edge anywhere
between the road and the SW corner of the table.

Troops on the table between phases should be given the chance to re-organise and, to a certain
extent, dig in. Historically, they would only have had a couple hours, so Umpire’s should not allow
more than rough scrapes and the occasional trench.

Objectives and Victory Conditions

The objective for both sides is the bridge over the canal. Whichever side controls the bridge at the
end of the game is the winner.

Special Rules

The US Reconnaissance troops will operate under six cards. Major Crandall and his bazooka team
effectively have two cards: his own Big Man card and a card for the Recon Force HQ that applies to
the bazooka team. This may seem like a lot, but he is effectively a company commander so should
get some sort of advantage for that. The Scout Platoon is divided into three sections (command,
scout and armoured) each having their own card, with an additional card for the platoon leader Big
Man.

The cards for the US Reconnaissance Force include both a Rapid Deployment and a Recon Bonus
card. For this game the Rapid Deployment card applies to units under Blinds, the Recon Bonus card
gives a bonus movement to one section that is already deployed on the table. The Vehicle
Breakdown card for both US forces applies only to vehicles that are operating off road.

The US squads from the Scout Section mounted in two Jeeps can be assumed to have five men in
each Jeep. Each squad consists of one LMG team (2 men); one 60mm Mortar team (2 men); the
squad leader; and five men armed with rifles or carbines. The LMG team and Mortar team travel in
different Jeeps. When mounted, the Jeep with the LMG fires with two dice, and the Jeep with the
mortar fires with its mortar or with one dice . When dismounted, the squad fires its mortar and a
number of dice determined as usual by how many men it has left: any reduction in firepower from
operating the light mortar being compensated for by the combination of LMG and rapid-fire
carbines.

If desired, the German counter-attack can be played as taking place at night i.e. in darkness. The
following rules will then apply:

• Distances for visibility are halved at night. Illuminated targets, however, should be visible
from distances longer than the wargaming table, although terrain features will obscure vision
as normal.
• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon
it, or is shining a light itself) in which case the roll is at +3.
• All fire outside short range is shifted one column to the right.
• Each side will have an extra 1d3 Blinds.

17
Notes

American non-historical Big Men take their names from the TV series Hawaii 5-0, German non-
historical Big Men take their names from German spirits.

The Panzer IIIN is technically a close support tank: being fitted with a 75mm L24 gun (taken from
Panzer IVs being up-armed to lang, or long, guns) rather than the 50mm L60 fitted to the Aus L.

The Cards

Game Cards US Cards —Phase 1 & 2 German Cards —Phase 2


Tea Break Blinds Blinds
Big Man x 2 Big Man x 4
Recon Force HQ Company HQ
Command Section 1st Platoon
Scout Section 2nd P latoon
Armoured Section Panzer Platoon
Recon Bonus Move Panzerjager Platoon
Rapid Deployment Sniper
Rally Blitzkrieg
Dynamic Commander MMG Bonus Fire
Vehicle Breakdown Rally
US Cards —Phase 3 Dynamic Commander
Blinds German Cards —Phase 3
Big Men x 6 As for Phase 2,
Company HQ less casualties.
1st Platoon
2nd Platoon
3rd Platoon
Weapons Platoon
Tank Platoon
Tank Destroyer Platoon
Rapid Deployment
Vehicle Breakdown
Dynamic Commander

18
Scenario 1: Map

19
Scenario 1: US Briefing A
You are Major Bob Crandall: a cavalryman commanding the 3rd Reconnaissance Troop, currently
attached to the 3rd Infantry Division, part of US VI Corps. Currently operating in Italy, VI Corps is
part of the force tasked with outflanking the German Gustav Line via an amphibious landing to the
rear of the enemy defences at the small coastal town of Anzio: a mission known as Operation
Shingle.

It is just after lunchtime on 22nd January 1944. Earlier today, your division successfully landed on
the Italian shore, meeting almost no opposition. Now, fulfilling the traditional role of the cavalry,
you have been tasked with leading your units out ahead of the main force to secure the right flank of
the landing site and any advance inland by capturing the bridges over the Mussolini Canal, a
substantial waterway built by the Italians to drain the Pontine Marshes.

The leading elements of your forces are behind and out ahead of you, and have reported that they
have successfully taken the bridges assigned to them. You have attached yourself to one of your
patrols, and are headed to bridge number four (or it might be five!) to do the same thing. So far, no
sightings of the enemy have been reported...but they cannot be too far away!

Introduction

Your mission is two-fold. Firstly, you must locate and secure the crossing over the Mussolini Canal
that falls within your sector. Secondly, you must reconnoitre both the terrain and enemy strength
and positions around the bridge, reporting back to divisional HQ when you have made contact with
the Germans.

Initial Deployment

On Turn 1, you will enter the table from the western edge anywhere between the road and the SW
corner of the table. You will enter under Blinds, and have five Blinds at your disposal, up to three of
which may be false.

Objectives

Find and secure the bridge over the Mussolini Canal. Securing the bridge is defined as having
troops on both sides of the canal, covering all approaches.

Map & Terrain

The map shows the Mussolini Canal and the road crossing it. From what you have seen so far, the
terrain is largely flat and featureless. No other information is available.

Special Rules

The US squads from the Scout Section mounted in two Jeeps can be assumed to have five men in
each Jeep. Each Squad consists of one LMG team (2 men); one 60mm Mortar team (2 men); the
Squad leader; and five men armed with rifles or carbines. The LMG team and Mortar team travel in
different Jeeps. When mounted, the Jeep with the LMG fires with two dice, and the Jeep with the
mortar fires with its mortar or with one dice . When dismounted, the squad fires its mortar and a
number of dice determined as usual by how many men it has left: any reduction in firepower from
operating the light mortar being compensated for by the combination of LMG and rapid-fire
carbines.

20
Elements of 3rd Reconnaissance Troop, 3rd Infantry Division

Recon Force HQ Troops/Dice 0 1 2 3 4


Major Robert Crandall* (1d6)
1 x Bazooka Team (2 men) Recon Troops 1, 2, 3 4, 5 6, 7 8, 9, 10 -
[In Jeep, with driver]

Reconnaissance Platoon Vehicle AC Weapon Calibre Speed

Command Section Jeep 0 None n/a Wheeled


Lieutenant Jack Lord (1d6) M8 Greyhound 3 4 37mm Wheeled
1 x Bazooka Team (2 men)
[In Jeep, with driver]

Scout Section 0- 4- 8- 12- 16-


Infantry AT 4” 8” 12” 16” 24”
3 x Rifle Squad (10 men each)
[Mounted in six Jeeps]
Bazooka 8 8 8 8 -
Armoured Section Infantry Section 2 - - - -
3 x M8 Greyhound

21
Scenario 1: German Briefing
You are Captain Kurt Kirshwasser of the Herman Göring Panzer Division. It is January 1944, and
although the division has been stationed near Rome for some time, a few days ago a large part of it
was dispatched to the south to reinforce the Gustav Line: the line of defences currently holding the
Amis and their British allies bottled up near Monte Cassino. You stayed behind as part of a reserve
formation, giving you a much needed chance to catch up on your paperwork and to make further
inroads into the locality’s stocks of red wine!

All thoughts of wine and work are, however, now gone. The enemy have apparently caught
everyone by surprise and effected an amphibious landing near Anzio, threatening to outflank the
Gustav Line and/or drive directly towards Rome itself.

You have been ordered to collect together a mobile strike force as fast as possible, and strike
towards the line of the Mussolini Canal, where enemy forward elements have apparently formed a
line of defence protecting the right flank of the landing site and any subsequent drive inland.
Reports now coming in on your radio tell you that the Amis have captured the bridges over the
Canal, and you have been ordered to take your kampfgruppe and secure the bridge near Conca. It is
now early evening on 22nd January, and you are approaching the Canal…

Initial Deployment

On Turn 1, you will enter the table from the western edge anywhere between the road and the SE
corner of the table. You will enter the table under Blinds, and have seven Blinds at your disposal,
up to three of which may be false.

Objectives & Victory Conditions

The enemy holds the bridge over the canal. Take it back! Securing the bridge is defined as having
troops on both sides of the canal, covering all approaches.

Map & Terrain

Originally dug to drain the Pontine Marshes, the Mussolini Canal is a formidable barrier. Along it’s
length, it’s width varies between 80 and 170 feet (25-50m.); it’s depth from 12 to 20 feet (3.5-6m.).
Running into the canal are many smaller channels that form a grid of ditches that provide just about
the only cover in the area: the countryside between the ditches is so flat and featureless that it was
known as the “Billiard Table” by those who fought over it. The section of the canal that forms the
centrepiece of this scenario is about 90 feet (27m.) wide.

The table is largely flat, with a couple of low, gentle slopes in the NE and SW corners. The road
running east-west is on top of an embankment that is approximately nine feet high, and provides
good cover for anyone sheltering behind it. The dashed lines represent low, picket-style fences (no
barbed wire) that deduct only 1” from anyone moving across them. The patches of green are low
shrubs.

The canal is impassable except at the bridge. The drainage ditches (the narrow blue lines) are 4-6ft
deep and an impassable barrier to wheeled vehicles. Tracked vehicles must roll a d6: on a 5 or 6
they are bogged down for the rest of the game. Infantry lose a dice to enter and leave them; may
count them as good cover; and subtract 1” from each dice used for movement when travelling along
them (single file only).

22
Special Rules

Note that the Panzer IIIN has a short 75mm gun rather than the usual late model Panzer III long
50mm gun. The Wespe has a 105mm gun and is actually a mobile light howitzer rather than a tank
destroyer, although it does carry armour-piercing ammunition just in case!

Elements of Hermann Göring Panzer Division

Improvised Company HQ
Hauptmann Kurt Kirshwasser (1d6)
1 x MMG (3 crew)
1 x 81mm Mortar (3 crew)
1 x Sniper
1 x SdKfz 251

1st Platoon
Oberleutnant Dieter Doppelkorn (1d4)
3 x Rifle Squad (8 men each)
3 x Truck

2nd Platoon
Stabsfeldwebel Siegfried Schnapps (1d4)
3 x Rifle Squad (8 men each)
3 x Truck

Improvised Panzer Platoon


Oberleutnant Winkelhausen Weinbrand (1d4)
2 x Panzer IV (H)
1 x Panzer III (N)

Improvised Panzerjäger Platoon


1 x SdKfz 222
2 x Wespe

Troops/Dice 0 1 2 3 4
HG PD 1, 2, 3 4 5 6, 7 8

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -

Vehicle AC Weapon Calibre Speed


SdKfz 251 2 LMG n/a Fast
SdKfz 222 2 3 20mm Wheeled
Panzer IV (H) 6 8 75mm Average
Panzer III (N) 4 4 75mm Average
Wespe 3 6 105mm Average
23
Scenario 1: US Briefing B
You are Captain Steve McGarrett of the 30th Infantry Regiment. Along with the rest of 3rd
Division, you have just landed at Anzio, a small port on the Italian coast some way behind the
German line of defences known as the Gustav Line, as part of an ambitious, amphibious outflanking
manoeuvre known as Operation Shingle.

On landing, 3rd Division’s recon elements were immediately sent out ahead of the main force to
secure your open right flank (the Rangers and Brits are to your left) by capturing the bridges over
the Mussolini Canal. This they succeeded in doing, but, overnight, have been counter-attacked by
elements of the Herman Göring Panzer Division and, unsurprisingly as they are light cavalry, have
been driven back.

Your mission is to recapture one of the bridges over the canal. No artillery or air support is
currently available, and you can expect to meet strong opposition from enemy armour supported by
infantry. You need, however, to strike hard and fast now to prevent the Germans from properly
digging in and making the task of shifting them later even harder.

Initial Deployment

You will enter the table from the western edge anywhere between the road and the SW corner of the
table. You will enter under Blinds, and have eight Blinds at your disposal, up to two of which may
be false.

Objectives & Victory Conditions

The enemy has re-captured the bridge over the canal. Take it back again! Securing the bridge is
defined as having troops on both sides of the canal, covering all approaches.

Map & Terrain

The map shows the Mussolini Canal and the road crossing it. From what you have seen so far, the
terrain is largely flat and featureless. No other information is available apart from that gleaned by
your reconnaissance force in phase one of this battle.

Elements of 30th Infantry Regiment and Armoured Support

Company HQ
Captain Steve McGarrett (1d6)
Lieutenant Jonathan Kaye (1d4)
2 x Rifle Squad (10 men each)
3 x Bazooka Teams (2 crew each)
1 x Jeep

1st Platoon
Lieutenant Phil “The Governor” Jameson (1d6)
3 x Rifle Squad (10 men each)

2nd Platoon
Sergeant John Manicote (1d4)
3 x Rifle Squad (10 men each)

24
3rd Platoon
Sergeant Edward D. “Duke” Lukela (1d4)
3 x Rifle Squad (10 men each)

Weapons Platoon
2 x MMG (3 crew each)
3 x 60mm Mortar (2 crew each)

Tank Platoon (from 751st Tank Battalion)


1st Lieutenant Danny “Danno” Williams (1d4)
4 x M4 Sherman

Tank Destroyer Platoon (from 601st Tank Destroyer Battalion)


4 x M10 Tank Destroyer
1 x Reconnaissance Jeep

Troops/Dice 0 1 2 3 4
30th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Speed 0- 4- 8- 12- 16-


Infantry AT 4” 8” 12” 16” 24”
Jeep 0 None Wheeled
M4 Sherman 6 7 (75mm) Average Bazooka 8 8 8 8 -

M10 Wolverine 4 9 (76.2mm) Fast Infantry Section 2 - - - -

25
Scenario 2: Carroceto
25th January 1944
Following their virtually unopposed landings, the Allies were perfectly positioned to quickly drive
inland towards Aprilia and Cisterna, and perhaps even as far as the Alban Hills, a series of
commanding heights north of Campoleone. The commander of the invasion force, however, the 54-
year old, Major-General John “Old Luke” or “Foxy Grandpa” Lucas, as he was known to his
subordinates, was mindful of Mark Clark’s warnings about what had happened to Clark at Salerno,
and had implicit orders from Clark to establish a secure beachhead in a methodical and
workmanlike manner. Combined with Lucas’ natural inclination for caution and patience, this led to
the Allies spending 23rd and much of 24th January in merely consolidating their initial perimeter
(see map, below) and building up their reserves, support units and mountains of supplies.

The Germans, on the other handed, reacted to the invasion with incredible speed. On learning of the
invasion in the early hours of 22nd January, Field Marshall Albert Kesselring, responsible for the
defence of Italy, immediately activated “Case Richard”, a prearranged plan for dealing with an
invasion of this sort, and in a little over six hours, parts or all of eleven different divisions began
converging on Anzio from all over Italy, France, Yugoslavia and even Germany itself. This
strategic reinforcement was combined with a brilliantly executed, more local feat of improvisation
that saw all available reserves from the southern front rushed towards the beachhead, and by the end
of 24th January the Allied beachhead line was ringed by a hastily organised hodgepodge of German
troops at a distance of about four to five miles, with larger formations blocking the way into Rome
and the rear of the Gustav Line.

CAMPOLEONE FORMOL
DEL
3rd Panzer BOVE
GE CREEK
RID Grenadier
65th Infantry TA ICO SPOCCASSI
ELA LF Division
LL DE CREEK
Division VA M PO HI
GH
CA PREFETTI W
AY
CREEK 7
ARDEA
INCASTRO APRILIA
RIVER (THE FACTORY)

CARROCETO CARANO
Battalion of
CREEK
CISTERNA

29th Panzer PONTE


FIC

MOLETTA RIVER CARANO


OC

Grenadiers ROTTO
CI

LE MOLE
A
CR

BUON RIPOSO RIDGE “B CREEK


EE

OW
K

ISOLA
LIN
“DEAD END ROAD” G CROCETTA BELLA
AL
LE
Y PADIGLIONE
PONTONO CISTERNA

CREEK
CREEK
“THE WEST
X
CH

X FLYOVER” BRANCH
24
DIT

3 7 MUSSOLINI
Guards
O

2 3Rn
ON

CANAL
NT
PO

CAMPOMORTO

30

LE FERRIE
SESSANO

CONCA
RA
ILW Hermann
AY
LORICINA 15 BE
D Goering
RIVER
Division
BORGO
PIAVE

NETTUNO
LITTORIA
504th
ANZIO Parachute
ROCCO MUSSOLINI
CANAL

BORGO
SABOTINO

Expanded Beachhead and Forward Units VALMONTORIO

Evening of 24 th January 1944


Shows areas of
operation of Allied units
26
Although Lucas cannot fully be blamed for not driving
forward more impetuously, and to show the speed and skill
of the Kesselring’s response, it is worth noting that on 22nd
January there were only a few hundred German troops
available to oppose the invasion; and by the end of the
23rd, this number had swelled to only a few thousand; but
by the end of 24th January, there were just over 40,000
German soldiers in position around the beachhead!
Whoever was to blame, the Allies had lost a great
opportunity to break out of their beachhead virtually
unopposed, and they would pay for that mistake over the
months to come.

Probes Forward on 24th January

Early on the morning of 24th January, a patrol of Grenadier


Guards from 1st (British) Division’s 24th Guards Brigade
drove their Bren gun carriers up the Via Anziate towards Carroceto. Just north of the village was the
red brick farm settlement of Aprilia built on reclaimed land by the fascists as a “model village”. It
contained flats, shops, offices, a community centre, a church and a doctor’s surgery; and such was
contrast between the style in which it was built and traditional Italian farmhouses that it was
immediately christened “The Factory” by the Allied troops.

Carroceto and the Factory had actually been unoccupied by the Germans until late evening on the
22nd, when a patrol from the Gericke kampfgruppe reported that for some reason the enemy had not
advanced forward to take the unprotected strongpoint. Lieutenant-General Franz-Hubert Gräser,
commanding 3rd Panzer Grenadier Division, immediately dispatched troops to dig in and fortify the
town. His Panzer Grenadiers were mostly veterans from the Eastern Front, with a proportion having
fought at Stalingrad.

As the British carriers approached The Factory, an enemy self-propelled gun sent a shell whistling
over their heads, and a burst of small arms fire hit them in the flank. They immediately wheeled
around and headed back towards the British lines, but had at least established that the Factory was
now occupied and would need to be taken before any further advance could be contemplated.

During the afternoon of 24th January, the Americans of 3rd (US) Division probed towards Cisterna:
sending four companies of the 15th and 30th Infantry Regiments forward as a reconnaissance in
strength. These were unable to make any progress against strong enemy mobile elements, and
Truscott realised that a stronger force would be necessary if Cisterna was to be captured (see
Scenario 3).

The Attack on the Factory, 25th January 1944

At dawn on 25th January, the Guards Brigade, headed by Number 1 Company of the Grenadiers
and with Shermans from one squadron of 46th Royal Tank Regiment (crewed mainly by Welshmen
from Liverpool) in support headed back towards Aprilia. Using the embankment of the disused
railway line (the “Bowling Alley”) as their start point, they first had to take Carroceto. This proved
harder than expected to do. The lead platoon commander, Lieutenant The Honourable V.S. de R.
Canning, and all his section commanders bar one were wounded as the Guards stormed forward,
and it was not until a couple of Shermans provided covering fire that a second platoon managed to
get into the village and clear the buildings in a series of vicious hand-to-hand combats.

27
The main attack on the factory itself began at 1415 hours. Under a barrage of smoke, two
companies advanced forward with the sun behind them, reaching the town having suffered several
casualties, including one of the company commanders. Again each building had to be individually
cleared: “a deadly game of hide and seek, of sudden encounters at close quarters and of unexpected
stumblings upon well-armed enemies. Shutters and doors had to be smashed in and grenades flung
quickly into rooms where Germans might be hiding, the Guardsmen ducking hurriedly to avoid the
flying fragments. In some houses terrified civilians crouched in shallow cellars praying that the
fight would sweep past them”.

The Germans were eventually overwhelmed, with 111 prisoners taken. As one of the Germans was
led to the rear, he pointed at a Sherman tank and said: “If I had that, I would be in Rome by now”.

Introduction

This scenario will feature the Guards’ attack on Carroceto and then on the outskirts of the Factory.
It is a standard attacker and defender scenario, with the British as the attackers.

Map & Terrain

The brown line represents the disused railway bed that lies on top of an embankment. The
embankment is about nine feet high, and provides excellent cover for troops sheltering behind it. It
can only be crossed by vehicles driving through the tunnels at the bridges.

The dashed line is a railway track. Tracked vehicles and infantry may move at normal speed along
it, wheeled vehicles halve their movement. The blue line is a substantial stream that can only be
crossed by wheeled vehicles at the bridges. Infantry and tracked vehicles deduct two initiative dice
to cross the stream. The roads are good quality surfaces: any Vehicle Breakdown cards only apply if
travelling off-road. The western end of the main road, up to where it kinks before the first bridge, is
tree-lined, but the trees are in winter mode: no leaves.

The buildings of Carroceto are one– or two-storey, whitewashed farms, barns and outhouses, with
windows on most sides. The grey “crossed” building is Carroceto Railway Station. The three
buildings at the Factory are modern, good quality, two– or three-storey, red brick affairs. The red
“crossed” building is the local headquarters of the Fascist party.

The rest of the terrain should be a mixture of scrub and reclaimed farmland. In addition to the two
gentle hills shown, Umpires should add folds in the ground and the odd patches of low greenery.
There is not a lot of cover!

Initial Dispositions

The British will enter the table under Blinds from the south-west corner of the map. Their first
objective should be to seek cover behind the embankment that carries the disused railway bed. Units
in between the corner of the table and the embankment are visible to troops in the top storey of
buildings or on the hills, but should count as partially concealed for the purposes of spotting and
firing.

The Germans start on table under concealed Blinds anywhere north of the embankment carrying the
disused railway bed. They are dug in and camouflaged, and may have their support weapons and SP
guns concealed within hollowed-out houses and specially constructed weapons pits.

28
Objectives and Victory Conditions

The British objective is to first take Carroceto, and then take the red “crossed” building: the HQ of
the local Fascist Party on the outskirts of Aprilia itself. If they take this, then they have won the
game. If they take Carroceto but fail to take the Fascist Party HQ, then they have won only a partial
victory. If they take neither, then they have lost.

The German objective is to hold both Carroceto and the outskirts of the Factory. If they hold both at
the end of the game, then they have won a great victory. If they hold the Fascist Party HQ but lose
Carroceto, then they have won a partial victory. If they lose both, then they have lost the game.

Special Rules

The British carrier section carries the following: three LMG’s; one PIAT; and one section of
infantry. Each carrier may therefore fire with an LMG; one carrier may alternatively fire with a
PIAT; and one rifle section may be dismounted as long as the three carriers are within 6” of each
other.

Notes

The names of the German Big Men are taken from the cast list of the re-make of the film Das Boot.
The British Guards Big Men are all historical figures.

Note that this terrain layout will be fought over again in scenario 15, so you might want to consider
playing the two games back-to-back.

The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Big Man x 4 Big Man x 4
Company HQ Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
3rd Platoon Heavy Platoon
Carrier Section SP Gun Section
Tank Platoon Sniper
Vehicle Breakdown Tank Killer Bonus
Rally MMG Bonus Fire
Heroic Leader Mortar Bonus Fire
Dynamic Commander
Rally

29
Scenario 2: Map

30
Scenario 2: British Briefing
You are Captain T.S. Hohler of the 5th Grenadier Guards. It is January 1944, and you are part of the
invasion force that has landed behind the Gustav Line in order to prise the Jerries loose from their
hold on central Italy. The beachhead has been established now for almost three whole days and,
quite frankly, it’s about time that some progress inland was made. Too many chaps have had too
much time to stand around in their pyjamas and eat stale toast!

In front of your position within the Padiglione Woods is the small village of Carroceto. Just beyond
that is some ghastly, modern monstrosity technically called Aprilia but that your men have
immediately christened “The Factory”. Yesterday a patrol went forward and discovered that the
enemy were firmly in place in the two places, and today the Grenadier Guards are going to shift
them!

Colonel Lennox, your battalion commander, has ordered you to take your company up the Via
Anziate and take up an assault position just behind an embankment just in front of Carroceto. Then,
under cover of an artillery barrage and smoke, you are to take Carroceto as a stepping stone for an
attack on the Factory itself.

Right then, lads! “Aux armes”, as the Froggies would say: time to give the Bosche a jolly good
spanking!

Initial Deployment

You will enter the table under Blinds from the south-west corner of the map. Your first objective
should be to seek cover behind the embankment that carries the disused railway bed and wait for
your smokescreen to land. You have seven Blinds at your disposal, up to three of which may be
false. You may enter up to four Blinds onto the table on each appearance of the British Blinds card.

Objectives & Victory Conditions

Your objective is to first take Carroceto, and then take the red “crossed” building: the HQ of the
local Fascist Party on the outskirts of the Factory itself. If you take this, then you have won the
game. If you take Carroceto but fail to take the Fascist Party HQ, then you have won only a partial
victory. If you take neither, then you have lost.

Map & Terrain

The brown line represents a disused railway bed that lies on top of an embankment. The
embankment is about nine feet high, and provides excellent cover for troops sheltering behind it. It
can only be crossed by vehicles driving through the tunnels at the bridges.

The dashed line is a railway track. Tracked vehicles and infantry may move at normal speed along
it, wheeled vehicles halve their movement. The blue line is a substantial stream that can only be
crossed by wheeled vehicles at the bridges. Infantry and tracked vehicles deduct two initiative dice
to cross the stream.

The buildings of Carroceto are one– or two-storey, whitewashed farms, barns and outhouses, with
windows on most sides. The grey “crossed” building is Carroceto Railway Station. The three
buildings at the Factory are modern, good quality, two– or three-storey, red brick affairs. The red
“crossed” building is the local headquarters of the Fascist party.

31
The rest of the terrain is a mixture of scrub and reclaimed farmland. In addition to the two gentle
hills shown, there are folds in the ground and the odd patches of low greenery. There is not a lot of
cover!

Special Rules

The carrier section carries the following: three LMG’s; one PIAT; and one section of infantry. Each
carrier may therefore fire with an LMG; one carrier may alternatively fire with a PIAT; and one
rifle section may be dismounted as long as the three carriers are within 6” of each other.

Elements of Number 1 Company, 5th Grenadier Guards, and 46th RTR

Company HQ
Captain T.S. Hohler* (1d6)
1 x Rifle Section (8 men)

1st Platoon
Lieutenant The Honourable V.S. de R. Canning* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

2nd Platoon
Lieutenant William Dugdale* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

3rd Platoon
Lieutenant J.A. “Chucks” Lyttleton* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

Carrier Section
3 x Bren Gun Carrier

Tank Platoon
4 x M4 Sherman

Off-Table Artillery Support


You will receive one preliminary stonk on any location on the table, and may also land up to four
smoke rounds anywhere on the table on the first appearance of the British Blinds card.

Troops/Dice 0 1 2 3 4
Grenadier Guards 1, 2 3 4 5, 6, 7 8
0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”
Vehicle AC Weapon Calibre Speed
Bren Gun Carrier 2 LMG n/a Fast PIAT 6 6 6 - -
M4 Sherman 6 7 75mm Average Infantry Section 2 - - - -
32
Scenario 2: German Briefing
You are Captain Jürgen Prochnow of 3rd Panzer Grenadier Division. Up to three days ago, your
Eastern Front veterans had been basking in the weak Italian winter sunshine as part of the force
defending the Gustav Line: the defensive position currently preventing the Amis and their British
allies from marching up Italy. All that changed when the Allies landed an invasion force near
somewhere called Anzio: threatening both your rear and Rome itself. Within hours, you were on the
move: rushed from your reserve positions straight into the hastily formed ring of troops containing
the enemy beachhead.

Much to everyone’s surprise, however, the Allies have made no attempt to move inland since their
landing. Even more surprising is that they have failed to even send out probes to occupy the key
nodes that would allow them to do unopposed. Very strange: you wouldn’t catch those accursed
Soviets being so passive!

One of those nodes is the town of Aprilia, and the nearby village of Carroceto, that lie across the
Via Anziate: the main route from Anzio to Campoleone and beyond. Your battalion has been
ordered to hold Carroceto and Aprilia, and to that end you have spent the last few days fortifying
the farmhouses and digging trenches and weapon pits.

Yesterday a small patrol of what you think were British troops probed into the outskirts of Aprilia
before being easily driven off. Today, as the enemy artillery begins to land, you know that an attack
is imminent. Well, at least you won’t be facing the bloody Russians!

Objectives & Victory Conditions

Look at the map. Your objective is to hold both Carroceto, and the red “crossed” building: the HQ
of the local Fascist Party on the outskirts of Aprilia. If you hold both, then you have won the game.
If you hold the Fascist Party HQ but lose Carroceto, then you have won only a partial victory. If
you lose both, then you have lost.

Map & Terrain

The brown line represents a disused railway bed that lies on top of an embankment. The
embankment is about nine feet high, and provides excellent cover for troops sheltering behind it. It
can only be crossed by vehicles driving through the tunnels at the bridges.

The dashed line is a railway track. Tracked vehicles and infantry may move at normal speed along
it, wheeled vehicles halve their movement. The blue line is a substantial stream that can only be
crossed by wheeled vehicles at the bridges. Infantry and tracked vehicles deduct two initiative dice
to cross the stream.

The buildings of Carroceto are one– or two-storey, whitewashed farms, barns and outhouses, with
windows on most sides. The grey “crossed” building is Carroceto Railway Station. The three
buildings at Aprilia are modern, good quality, two– or three-storey, red brick affairs. The red
“crossed” building is the local headquarters of the Fascist party.

The rest of the terrain is a mixture of scrub and reclaimed farmland. In addition to the two gentle
hills shown, there are folds in the ground and the odd patches of low greenery.

33
Initial Deployment

You may deploy anywhere on the map north of the embankment carrying the disused railway bed.
Your men are dug in and camouflaged, and may have their support weapons and SP guns concealed
within hollowed-out houses and specially constructed weapons pits. Your troops are under
concealed Blinds, and you have seven at your disposal, up to three of which may be false.

Elements of 3rd Battalion, 29th Panzer Grenadier Regiment, 3rd Panzer Grenadier Division

Company HQ
Hauptmann Jürgen Prochnow (1d6)
1 x Tank Hunter Team (4 men)
1 x Sniper

1st Platoon
Leutnant Klaus Wennemann (1d6)
2 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Hubertus Bengsch (1d6)
2 x Rifle Squad (8 men each)

Heavy Platoon
Feldwebel Erwin Leder (1d6)
3 x MMG (3 crew each)
2 x 81mm Mortar (3 crew each)
2 x 75mm Infantry Guns and horse-drawn limbers (5 crew each)

Self-Propelled Gun Section


2 x Hummel

Troops/Dice 0 1 2 3 4
Veteran Infantry 1, 2, 3 4 5 6, 7 8

Vehicle AC Weapon Calibre Speed


Hummel 3 8 150mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -
Tank Hunter Section 6 - - - -

34
Scenario 3: The Road to Cisterna
25th January 1944
At dawn on 25th January, General Lucian Truscott, commander of 3rd (US) Division, ordered an
advance against Cisterna in much greater strength than his unsuccessful probe of the day before.
The 1st Battalion of 30th Infantry Regiment would advance up the left astride the Campomorto-
Cisterna road; and 2nd Battalion of 15th Infantry Regiment would advance up the right astride the
Conca-Cisterna road.

Neither attack made much progress. The men from 30th Infantry ran into a company from the
Herman Göring Panzer Division that was entrenched around the road junction halfway to Ponte
Rotto about two miles beyond the Mussolini Canal. To their right, the men from 15th Infantry were
halted only about a mile and a half up the Conca-Cisterna road by fire from German MMG’s
emplaced in the farmhouses along their route.

15th Infantry called forward armoured support (Shermans from 751st Tank Battalion and M10’s
from 601st Tank Destroyer Battalion) to suppress the German machine-gunners, but before the
armour could be deployed, the enemy infiltrated down a stream bed forcing a withdrawal of the
troops protecting the right flank of the battalion. A diversionary attack from C Company along a
lane running parallel and to
CARANO
the right of the main road
CISTERNA
CREEK
was also halted, and four of
FIC

PONTE
CARANO
the tanks accompanying
OC

ROTTO
CI

LE MOLE
A

them were destroyed by


CR

CREEK
EE

BO
Co.
K

W ISOLA
LIN
G
AL
CROCETTA PzrGr BELLA shots from an enemy self-
LE
propelled gun.
He anze

Y PADIGLIONE
PONTONO CISTERNA
rm r D


P

CREEK CREEK
an iv

PzrGr
n G isio

WEST The Americans could make


H

+MMGs
TC

oe n

BRANCH
DI

7
only slow progress against
rin

MUSSOLINI
O
ON

CANAL
NT

the German defences. Every


PO

CAMPOMORTO

farmhouse seemed to hold an


30
MMG or an anti-tank gun:
LE FERRIE
and each position had to be
SE
SS

individually reduced before


AN

CONCA
O

RA
ILW
AY Pzrs + the advance could continue.
LORICINA BE
15 D FlakW Not only that, but enemy
tanks and self-propelled guns
BORGO
PIAVE roamed the battlefield:
knocking out any American
armour exposed by the
Herm
Pan

advance, then shifting


z
ann
er Div ering

504th LITTORIA
Parachute
MUSSOLINI
position before any fire
Go

could be returned. The flat,


ision

CANAL

open terrain of gently rolling


BORGO
SABOTINO
fields didn’t help much
either.
VALMONTORIO
In order to try and draw the
enemy away from the main
advance, a diversionary
attack by 504th Parachute

35
Infantry was launched from the right hand side of the beachhead across the main canal towards
Littoria. Behind a heavy artillery barrage augmented by the guns of the cruiser Brooklyn and two
destroyers, they at first made good progress: capturing the villages of Borgo Sabotino, Borgo Piave,
and Sessano on the east side of the canal.

Unfortunately, a further advance by D Company, 2nd Battalion of the paratroopers was then cut off
beyond Borgo Piave by a surprise counterattack by five tanks and eight flakwagon self-propelled
anti-aircraft guns: suffering heavy casualties as its men broke through the ring of enemy troops
surrounding them. That night the paratroopers withdrew back behind the canal, leaving strong
combat patrols behind them.

Introduction

This scenario will focus on the advance of 15th Infantry Regiment along the road to Cisterno. A
Company of infantry will advance towards some farmhouses holding elements of the Herman
Göring Panzer Division. If unable to make any progress, the Americans may bring up armoured
support, but if they do, the Germans will be able to bring on an outflanking force in what could be a
potentially devastating counter-attack.

Map & Terrain

The table should be flat, open terrain of gently rolling fields. There is a long, gentle slope running
up into the south-east corner. The roads are good quality surfaces: any Vehicle Breakdown cards
only apply if travelling off-road. The road leading east off table to Isola Bella leads up to a high
ridge that currently blocks any view of the village.

The farmhouses are large two-storey buildings of white-washed brick. The smaller buildings are
outhouses or barns. The only hedges on the table are the green lines surrounding the middle
farmhouse, and these hedges are only waist high. The easternmost farmhouse is surrounded by a
low stone wall about 3ft high.

Initial Dispositions

The Americans will enter the table anywhere along the western edge of the table. They may enter
up to three Blinds each time their Blinds card appears. If they call up supporting armour, then these
vehicles will appear at the western end of the main west-east road.

The German Holding Force starts the game on table under concealed Blinds anywhere within or
within 12” of any building.. They are dug in and camouflaged, and may have their support weapons
and SP gun concealed within hollowed-out houses and specially constructed weapons pits. The
German Outflanking Force will appear around where the road leading north enters the table on its
southern edge.

Special Rules

The US player may call up his armoured support whenever the card of the most senior surviving
Big Man appears. He will do nothing else that turn. The tanks will arrive, under Blinds, 1d3
appearances of the Turn Card later.

The Germans may call in their Outflanking Force as soon as they spot an enemy tank. This does not
require a Big Man’s intervention: the German player just needs to tip the Umpire a wink! The

36
Outflanking Force arrives, under Blinds, 1d3 appearances of the Turn Card later.

Once their Outflanking Force arrives on table, the Germans also have access to a single StuG IIIG,
acting in a tank destroyer role, sitting on high ground off the table to the north-east. It may only fire
at armoured vehicles, and does so at very long range, firing one aimed shot every time its card
appears.

Objectives & Victory Conditions

The US objective is to clear the Germans from the table, opening the way for the US advance
towards Cisterna to continue. They win a great victory if no effective German forces remain on
table at the end of the game. They win a partial victory if any effective American forces remain on
table at the end of the game, but lose if no effective American forces remain on table at the end of
the game.

The Germans’ objective is to halt the US advance, and drive the Amis back towards their
beachhead. They win a great victory if no effective US forces remain on table at the end of the
game. They win a partial victory if any effective German forces remain on table at the end of the
game, but lose if no effective German forces remain on table at the end of the game.

Note that in order to conceal the existence of the German Outflanking Force, the US Briefing does
not give all details of their victory conditions.

Notes on Big Men

American non-historical Big Men take their names from the cast of the 1968 film Anzio, German
non-historical Big Men once again take their names from German spirits.

The Cards

Game Cards US Cards German Cards


Tea Break Blinds Blinds
Turn Card Big Man x 5 Big Man x 3
Company HQ Company HQ
1st Platoon 1 st Platoon
2 nd Platoon Heavy Platoon
3rd Platoon Anti- Tank Platoon
Weapons Platoon Sniper
MMG Platoon Forward Observer
Rapid Deployment AT Bonus Fire
Dynamic Commander Mortar Bonus Fire
Add for Armour MMG Bonus Fire
Big Man x 1 Dynamic Commander
Tank Platoon Rally
Vehicle Breakdown Add for Outflanking Force
Rally Big Man x 2
2nd Platoon
3rd Platoon
Tank Hunter Bonus
Off-Table Panzerjager
37
Scenario 3: Map

N To
Isola
Bella

To
Ponte
Rotto

To
Conca

38
Scenario 3: US Briefing
You are Captain Robert Mitchum of 15th Infantry Regiment of 3rd (US) Division. It is January
1944, and you are part of the invasion force that has landed behind the Gustav Line in order to prise
the Germans loose from their hold on central Italy. After three days, the beachhead has now been
judged to be secure, and it is time to move inland.

It is just after dawn. You are the spearhead of a battalion-sized thrust moving along the road from
Conca aiming for the strategically important town of Cisterna, north of the village of Isola Bella.
You understand that previous probes have encountered enemy strongpoints based on the solid-
looking farmhouses that dot the otherwise featureless terrain (your men are right: it is like a billiard
table) but you are confident that these can be suppressed by the impressive firepower that your
company can bring to bear. In the unlikely event that you can’t manage it on your own, however,
you do have the ability to call up tanks from 751st Battalion and/or tank destroyers from the six-oh-
one.

Objectives & Victory Conditions

Your objective is to move across the table along the road heading east, opening the way for the US
advance towards Cisterna to continue. If you encounter any enemy troops, you should engage and
clear them from your path. You win a great victory if no effective German forces remain on table at
the end of the game, but do remember that this is not a suicide mission: Mom, Pa and Little Sis are
expecting you home at the end of this long war!

Initial Deployment

You will enter the table under Blinds anywhere along the western edge of the table. You may enter
up to three Blinds each time your Blinds card appears, and have a total of eight Blinds at your
disposal, up to three of which may be false.. If you call up supporting armour, then these vehicles
will appear under Blinds at the western end of the main west-east road.

Map & Terrain

The terrain is flat and open, consisting mainly of gently rolling fields. Up ahead of you are some
farmhouses: large two-storey buildings of white-washed brick. The smaller buildings look like
outhouses or barns. There is a low, gentle slope to your left, and up ahead you can also see the
beginnings of a ridge that currently blocks your view of Isola Bella.

Special Rules

You may call up your armoured support whenever the card of the most senior surviving Big Man
appears. He will do nothing else that turn. The tanks will arrive, under Blinds, 1d3 appearances of
the Turn Card later.

39
Elements of 15th Infantry Regiment and Armoured Support (from 751st Tank Battalion)

Company HQ
Captain Robert Mitchum (1d6)
Staff Sergeant Robert Ryan (1d6)
2 x Rifle Squad (10 men each)
1 x Bazooka (2 crew each)

1st Platoon
1st Lieutenant Earl Holliman (1d6)
3 x Rifle Squad (10 men each)
1 x Bazooka (2 crew each)

2nd Platoon
Lieutenant Mark Damon (1d6)
3 x Rifle Squad (10 men each)
1 x Bazooka (2 crew each)

3rd Platoon
Lieutenant Arthur Kennedy (1d6)
3 x Rifle Squad (10 men each)
1 x Bazooka (2 crew each)

Weapons Platoon
3 x 60” Mortar (2 crew each)
4 x LMG (2 crew each)

Machine Gun Platoon


2 x MMG (3 crew each)
1 x HMG (3 crew)

Available Armoured Support (note that you must specifically call this up)

Tank Platoon
Lieutenant Peter Falk (1d4)
5 x M4 Sherman

Troops/Dice 0 1 2 3 4
15th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1
HMG 3 3 2 2 1
40
Scenario 3: German Briefing
You are Captain Kurt Kirshwasser of the Herman Göring Panzer Division. It is January 1944, and
although the division has been stationed near Rome for some time, a few days ago a large part of it
was dispatched to the south to reinforce the Gustav Line: the line of defences currently holding the
Amis and their British allies bottled up near Monte Cassino. You stayed behind as part of a reserve
formation, giving you a much needed chance to catch up on your paperwork and to make further
inroads into the locality’s stocks of red wine!

All thoughts of wine and work were, however, then rapidly dispersed, as the enemy caught
everyone by surprise and effected an amphibious landing near Anzio, threatening to outflank the
Gustav Line and/or drive directly towards Rome itself. On the day of the invasion itself, you were
rushed from your reserve positions to plug a gap in the desperate attempt to contain the beachhead,
and saw some serious fighting on and around the Mussolini Canal.

It is now three days later and, unbelievably, the Amis have been content to remain within their lines
building up their reserves and supplies. This has allowed High Command the time to get organised,
and now over 40,000 German soldiers ring the enemy position. You are now stationed a couple of
miles south of Cisterna, a strategically vital town sitting, astride Route 7. You have taken your
company and occupied a series of farmhouses near two T-junctions. You are well dug-in and
camouflaged, and confident that you can give the enemy a severely bloody nose if they try coming
your way!

And coming your way they seem to be. From their positions on the high ground behind you, High
Command have spotted the Americans preparing to advance. You, yourself, have watched one of
their columns starting out from the direction of Conca, and slowly making their way forward
towards you. They seem to be largely sticking to the main road, and seem unaware of the streambed
that runs parallel and a little way south of it. This is a good thing, as you have dispatched Sergeant
Siggi and two of your platoons down the streambed to infiltrate the flank and rear of any enemy
advance. All you need now is to carefully time your counter-attack to maximise the damage you can
cause...

Objectives & Victory Conditions

Your objective is to halt the US advance, and drive the Amis back towards their beachhead. You
win a great victory if no effective US forces remain on table at the end of the game. You win a
partial victory if any effective German forces remain on table at the end of the game, but lose if no
effective German forces remain on table at the end of the game.

Initial Deployment

Your Holding Force starts the game on table under concealed Blinds anywhere within or within 12”
of any building.. They are dug in and camouflaged, and may have their support weapons and SP
gun concealed within hollowed-out houses and specially constructed weapons pits. Your
Outflanking Force will appear under Blinds (three Blinds: two real, one false) around where the
road leading north enters the table on its southern edge.

Map & Terrain

The table consists of flat, open terrain of gently rolling fields. There is a long, gentle slope running
up into the south-east corner. The roads are good quality surfaces: any Vehicle Breakdown cards
only apply if travelling off-road.

41
The farmhouses are large two-storey buildings of white-washed brick. The smaller buildings are
outhouses or barns. The only hedges on the table are the green lines surrounding the middle
farmhouse, and these hedges are only waist high. The easternmost farmhouse is surrounded by a
low stone wall about 3ft high.

Special Rules

You may call in your Outflanking Force as soon as you spot an enemy tank. This does not require a
Big Man’s intervention: all you need to do is to tip the Umpire a wink! The Outflanking Force
arrives, under Blinds, 1d3 appearances of the Turn Card later.

Elements of the Herman Göring Panzer Division


Company HQ
Hauptmann Kurt Kirshwasser (1d6)
2 x 81mm Mortar (3 crew each)
1 x Forward Observer Team (2 men)
1 x Sniper

1st Platoon
Oberleutnant Dieter Doppelkorn (1d6)
3 x Rifle Squad (8 men each)

Heavy Platoon
Oberleutnant Winkelhausen Weinbrand (1d4)
4 x MMG (3 crew each)
2 x 75mm Infantry Gun (5 crew)

Anti-Tank Platoon
2 x Pak 38 Anti-Tank Guns (5 crew each)

Outflanking Force
2nd Platoon
Stabsfeldwebel Siegfried Schnapps (1d6)
3 x Rifle Squad (8 men each)
1 x Tank Hunter Team (4 men each)

3rd Platoon
Unterfeldwebel Gustav Glühwein (1d6)
3 x Rifle Squad (8 men each)

Off-Table Artillery

A single StuG IIIG, acting in a tank destroyer role, sits on high ground off the table to the north-
east. It may only fire at armoured vehicles, and does so at very long range.

0- 4- 8- 12- 16- Troops/Dice 0 1 2 3 4


Infantry AT 4” 8” 12” 16” 24” Infantry 1, 2, 3 4 5 6, 7 8

MMG 2 2 2 1 1 Weapon Strike


Infantry Section 2 - - - - Pak 38 6
Tank Hunter Section 6 - - - - 42 StuG III (G) 8
Scenario 4: The Road to Sessano
25th January 1944
See the background to Scenario 3 for the background to this scenario.

Introduction

This scenario will cover the misfortunes of D Company, 2nd Battalion, 504th Parachute Infantry.
The Americans will advance on to the table expecting at any moment to hit German resistance in
front of them. Unfortunately, a German mobile strike force will then appear behind them, cutting
them off, and the US troops will have to get back to safety as best they can. This is an unusual
scenario: featuring an infantry formation trying to get through a cordon of armoured vehicles
consisting of tanks and flakwagons.

Map & Terrain

The table should be flat, open terrain of gently rolling fields. There is a long, gentle slope running
up into the south-east corner. The roads are good quality surfaces: any Vehicle Breakdown cards
only apply if travelling off-road.

The farmhouses are large two-storey buildings of white-washed brick. The smaller buildings are
outhouses or barns. The easternmost farmhouse is surrounded by a low stone wall about 3ft high.

Initial Dispositions

The Americans will enter the table anywhere along its western edge. They may enter up to three
Blinds each time their Blinds card appears.

No German troops will start on table, although the Umpire should strongly imply that there are
significant defensive forces present: carefully rolling for any US spotting attempts, and perhaps
even audibly sucking their teeth if any American forces expose themselves to freely to potential
fire!

The German Blinds card should, however, be placed in the pack as soon as the first US soldier
reaches the line of the small outbuilding between the two farmhouses. The German Mobile Strike
Force will enter the table under Blinds anywhere along the southern edge of the table west of the
end of the slope.

Special Rules

The SdKfz 7/1 Flakwagon fires against infantry with 3d6+9 dice, pins automatically, and ignores all
but the hardest of cover. It is truly an awesome anti-infantry weapon. Against armour, it fires as an
HMG. The SdKfz 7/2 Flakwagon fires as a normal 37mm gun.

Objectives & Victory Conditions

The US objective is to clear any enemy forces from the table. At the beginning of the game, they
will assume that those forces are in front of them, and it should come as a fairly horrible surprise
when the German kampfgruppe slides across their rear: at this point, the game may become one of
survival for the Americans. They win an astounding victory if they manage to clear the Germans
from the table. Even if they do not clear the Germans from the table, they win a victory if they have

43
at least half their number still effective at the end of the game, with troops counting as effective if
they still have initiative dice to their name. Any other result is a loss.

The German objective is simple: destroy all the US forces on the table. They win a victory if, at the
end of the game, the Americans have less than half their troops still on table and effective. The
Germans may claim a great victory if the American force only has 25% or less of their troops still
effective at the end of the game.

Notes

The US Big Men are actually the historical members of A Company, 504th Parachute Infantry
Regiment. My apologies to the men of D Company, but I couldn’t find your roster anywhere! The
German Big Men are more cast members from the 1985 film Das Boot.

The Cards

Game Cards US Cards German Cards


Tea Break Blinds Blinds
Big Man x 4 Big Man x 4
Company HQ Kampfgruppe HQ
1st Platoon Panzer Platoon
2 nd Platoon 1st Flakwagon Platoon
3rd Platoon 2nd Flakwagon Platoon
Rapid Deployment Blitzkrieg
Rally x 2 Rapid Deployment
Dynamic Commander Vehicle Breakdown
Heroic Commander Flakwagon Bonus Fire
Dynamic Commander

44
Scenario 4: Map

To
N Sessano

To
Borgo
Piave

45
Scenario 4: US Briefing
You are Captain Charles Duncan of Company D, 2nd Battalion, 504th Parachute Infantry Regiment.
It is January 1944, and you are serving as leg infantry as part of the invasion force that has landed
behind the Gustav Line in order to prise the Germans loose from their hold on central Italy.

Once ashore, you were assigned to take over the defence of the southern edge of the beachhead
from the reconnaissance unit that had initially secured it. The flank is based on the Mussolini Canal,
and the 504th had to fight a couple of sharp actions to re-take the vital bridges over the canal from
the Germans who had, overnight, pushed the lightly armed recon boys back.

That was two days ago, on the 23rd. The beachhead having been secured, it is now time for the
advance inland to commence. The footsloggers of 15th and 30th Infantry Regiments duly headed
out this morning, driving for Cisterno, but have apparently run into all sorts of trouble. The 504th
were therefore ordered to begin an immediate attack over the Canal south towards Littoria to
distract the enemy from the main infantry advance, above: the attack to begin as soon as the men
could be mustered.

The 504th duly headed south: with thrusts towards Borgo Sabotino; Borgo Piave and Sessano.
Second Battalion was part of the force heading towards Borgo Piave and Sessano and, after some
fairly fierce fighting, you duly took Borgo Piave earlier this afternoon. Your company is now the
spearhead unit leading the way down the road towards Sessano.

The terrain is far too open for your liking, but you know that you have to drive forward as fast as
possible.

Objectives & Victory Conditions

Your objective is to move across the table along the road heading east, opening the way for the
advance to continue. If you encounter any enemy troops, you should engage and clear them from
your path. You win a great victory if no effective German forces remain on table at the end of the
game.

Initial Deployment

You will enter the table anywhere along its western edge. You may enter up to three Blinds each
time your Blinds card appears, and you have six Blinds in total of which two may be false.

Map & Terrain

The terrain is flat and open, consisting mainly of gently rolling fields. Up ahead of you are some
farmhouses: large two-storey buildings of white-washed brick. The smaller buildings look like
outhouses or barns.

Troops/Dice 0 1 2 3 4
504th Parachute 1, 2, 3 4 5 6, 7, 8 9, 10

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -46
Company D, 2nd Battalion, 504th Parachute Infantry Battalion

Company HQ
Captain Charles Duncan* (1d6)
1st Lieutenant Reneau G. Breard* (1d6)
2 x Carbine Squad (10 men each)
2 x 60mm Mortar (2 crew each)

1st Platoon
1st Lieutenant James R. Kiernan* (1d6)
3 x Carbine Squad (10 men each)
1 x Bazooka Team (2 crew)

2nd Platoon
1st Lieutenant Mearle D. Duvall* (1d6)
3 x Carbine Squad (10 men each)
1 x Bazooka Team (2 crew)

3rd Platoon
1st Lieutenant Richard A. Hallock* (1d6)
3 x Carbine Squad (10 men each)
1 x Bazooka Team (2 crew)

47
Scenario 4: German Briefing

You are Major Heinz Hoenig of Flak Regiment Herman Göring, part of the Herman Göring Panzer
Division. It is January 1944, and you have just been rushed from your positions in reserve behind
the Gustav Line back towards Rome (which you only left last week!) to form part of the ring of
troops desperately trying to contain the beachhead of a surprise Allied amphibious landing at Anzio
that threatens both the rear of the Gustav Line and Rome itself!

Despite catching everyone totally by surprise, unbelievably the Amis have been content to remain
within their lines building up their reserves and supplies. This has allowed High Command the time
to get organised, and now over 40,000 German soldiers, including you and your men, ring the
enemy position.

Earlier today, the Allies attacked east towards Cisterna and Aprilia. Both thrusts have been halted in
their tracks but, in order to take the pressure off their troops trying to drive towards Cisterna, the
Allies have also now attacked south towards Littoria: successfully taking Borgo Sabatino and Borgo
Piave. A column of enemy infantry is now heading up the road from Borgo Piave to Sessano. As
senior officer in the vicinity, despite the fact that you command an anti-aircraft unit, you have been
ordered to take charge and stop the Allied attack. Sessano must not fall!

As luck would have it, you have managed to commandeer a roving platoon of medium tanks:
basically by threatening their officer with a return to the Russian Front if he doesn’t do what you
say. Uberleutnant Uwe Ochsenknecht has reluctantly agreed to put himself under your command,
but has respectfully informed you that if your counter-attack doesn’t stop the Amis, it will be you
needing cold weather clothing rather than him!

You now have plenty of vehicles, and the firepower your Flakwagons can generate is formidable,
but you have not been able to find any infantry to support you. This makes things rather interesting,
as you must attack now if you are to cut off the head of the enemy column by striking across its
rather exposed neck, and so can see an encounter developing where you have only vehicles and the
enemy have only infantry. You order your make-shift kampfgruppe to mount up: time to visit a little
donner und blitzen on the unsuspecting Americans!

Map & Terrain

The table consists of flat, open terrain of gently rolling fields. There is a long, gentle slope running
up into the south-east corner. The roads are good quality surfaces: any Vehicle Breakdown cards
only apply if travelling off-road. The farmhouses are large two-storey buildings of white-washed
brick. The smaller buildings are outhouses or barns. The easternmost farmhouse is surrounded by a
low stone wall about 3ft high.

Initial Deployment

No German troops will start on table. The German Blinds card will be placed in the pack as soon as
the first US soldier reaches the line of the small outbuilding between the two farmhouses. On its
appearance, your troops may enter the table under Blinds anywhere along the southern edge of the
table west of the end of the slope. You have four Blinds at your disposal, one of which may be
False.

48
Objectives & Victory Conditions

Destroy the enemy troops! You win the game if you prevent any enemy soldiers advancing off the
eastern edge of the table.

Special Rules

The SdKfz 7/1 Flakwagon fires against infantry with 3d6+9 dice, pins automatically, and ignores all
but the hardest of cover. It is truly an awesome anti-infantry weapon. Against armour, it fires as an
HMG. The SdKfz 7/2 Flakwagon fires as a normal 37mm gun.

Kampfgruppe Hoenig

Kampfgruppe HQ
Major Heinz Hoenig (1d4)
1 x Kubelwagon

1st Panzer Platoon


Uberleutnant Uwe Ochsenknecht (1d4)
5 x Panzer IV (H)

1st Flakwagon Platoon


Feldwebel Jan Fedder (1d4)
4 x SdKfz 7/1 Flakwagon (armed with 4 x 20 mm Flak 38 L/112.5)

2nd Flakwagon Platoon


Feldwebel Joachim Bernhard (1d4)
4 x SdKfz 7/2 Flakwagon (armed with 1 x 37 mm Flak 36 L98)

Vehicle AC Weapon Calibre Speed


SdKfz 7/1 1 see above n/a Average
SdKfz 7/2 1 4 37mm Average
Panzer IV (H) 6 8 75mm Average
Kubelwagon 0 None n/a Wheeled

49
Scenario 5: The Huts
26th January 1944
As we have already seen, Aprilia, or The Factory, had fallen to the British Grenadier Guards on
25th January after fierce, often hand-to-hand fighting amongst its buildings. On 26th January, after
a night of heavy rain, the Germans attempted to re-take it. At dawn, machine guns and five self-
propelled guns from 3rd Panzer Grenadier Division opened fire on the Guardsmen from the shelter
of several large, wooden huts some 500 yards north-east of the town. Although no infantry attack
followed, and the SP guns were driven off by anti-tank guns and supporting artillery, the huts
continued to provide shelter for the Germans and would have to be cleared.

A platoon from Captain T.S. Hohler’s company was tasked with the job, and succeeded, but the
eight survivors were then driven back by the intervention of two enemy Tiger tanks. As there were
no other troops available, Captain Hohler then led the rest of his much-reduced company out to
clear the huts again. Hohler succeeded in re-taking the huts, but more German tanks, this time
supported by infantry, moved up and killed or captured Hohler’s men. Hohler himself had his
forearm shattered by machine gun fire from a German tank, and only escaped capture by lying
down amongst the dead with his helmet over his face and playing possum, later using a moment of
confusion to sneak out and back to the Factory. The attempt to take the huts costs the Guards 130
casualties.

3rd Panzer
CAMPOLEONE FORMOL
Grenadier DEL
Division BOVE
GE CREEK
RID
A ICO
65th Infantry AT LF
SPOCCASSI
EL DE
LL O Smelly CREEK
Division VA MP
Farm
HIG
CA PREFETTI HW
AY
ts

CREEK 7
Sco

ARDEA
INCASTRO APRILIA
RIVER (THE FACTORY)
X
24
Guards
CARROCETO CARANO
CISTERNA
CREEK
PONTE
FIC

MOLETTA RIVER CARANO


OC

ROTTO
CI

LE MOLE
A

46
CR

BUON RIPOSO RIDGE RTR “B CREEK


EE

OW
K

ISOLA
LIN
X “DEAD END ROAD” G CROCETTA BELLA
AL
LE
He anze

2 Y PADIGLIONE CISTERNA
rm r D

3 7 PONTONO
P


CREEK
an ivi

CREEK
n G sio

“THE th WEST
/30
CH

oe n

FLYOVER” BRANCH
st
DIT

rin

3Rn 1 MUSSOLINI
O

g
ON

CANAL
NT

CAMPOMORTO
PO
5 th
2 nd/1

30
5 th

LE FERRIE
1 st/1

SE
SS
AN

CONCA
O

RA
ILW
AY
LORICINA BE
D
RIVER
15

BORGO
PIAVE
Herm
Panz n Goerin

NETTUNO
an
er Div

504 th LITTORIA
ANZIO Parachute
ision

ROCCO MUSSOLINI
CANAL
g

BORGO
SABOTINO

VALMONTORIO

Shows areas of
operation of Allied units

50
For the rest of the day, the Germans bombarded the area surrounding Carroceto and the factory,
causing more casualties (the Irish Guards suffered 119 casualties alone; nine Shermans were
knocked out by either artillery or anti-tank fire) and generally making life very unpleasant for the
Guardsmen. Late in the afternoon, German infantry attacks began developing around the open right
flank of the Guards, but an advance from the US Rangers and 509th Parachute Infantry stopped
them from achieving anything.

At the same time that the British were defending the Factory, the Americans resumed their advance
towards Cisterna. On the morning of the 26th, 1st Battalion, 30th Infantry, outflanked the German
position at the road junction west of Ponto Rosso, forcing the enemy to withdraw. Meanwhile, the
1st and 2nd Battalions of 15th Infantry also pushed forward: 1st Battalion to the north-east to block
to Cisterna-Littoria Road; 2nd Battalion up the Conca-Cisterna Road again. Despite being
supported by massed artillery (9th, 10th and 11th Field Artillery battalions), neither attack was able
to break through the German line.

Over the next two days, both the British and American troops continued to probe forward. On 27th
January, The Scots Guards advanced forward from the Factory and took what was known as “Dung
Farm”, “Smelly Farm”, or just plain “Shit Farm”, due to the stench coming from piles of rotting
animal carcasses and manure. In the press, it was known as Rose Farm! This would provide a
suitable jumping off point for an attack on Campoleone planned for the 29th. The American 15th
and 30th Battalions, however, were unable to make much progress against the Germans facing
them, and although they managed to advance and hold the ground two miles beyond the Mussolini
Canal, this was still three miles short of Cisterna. A larger attack would be needed to break what the
Allies still believed was a ring of road blocks, hasty field fortifications and minefields intended only
to delay any advance from the beachhead whilst more significant defences were constructed on the
high ground around Cori and Velletri.

“Nah, I’m only a cook!”

One incident on 28th February is definitely worth noting. T/5 Eric G. Gibson, a cook form US 30th
Regiment, had volunteered not only for combat duty but also to be lead scout in a squad advancing
along an irrigation ditch. From The History of the Third Infantry Division in WW2 :

The squad had proceeded only a few steps when a blast of machine-pistol fire opened up from
a clump of brush along the ditch bank. Gibson did not even take cover, but ran twenty yards
up the ditch, firing his tommy gun from the hip as he went. He poked the gun muzzle into the
brush and finished the Germans hidden there. Under a heavy artillery concentration the squad
again moved out. Knocked flat under the concussion of one close shell, Gibson had no sooner
risen than he was fired upon by a machine pistol and rifle. Again he charged down the ditch,
to fire his submachine gun into another pile of brush.

Gibson then took out two German machine gun positions: crawling within 35 yards of them before
hurling grenades and killing or capturing the survivors in hand-to-hand combat. He then rejoined
his squad, but was killed rounding a corner and running into two German infantrymen. His body
was found alongside theirs. Gibson was awarded a posthumous Congressional Medal of Honour.

Introduction

This scenario will feature the German counter-attack on the two platoons of Hohler’s Guards
Company defending the newly captured huts just north-east of the Factory. The action will start just
as Hohler’s men have re-taken the huts for the second time.

51
Map & Terrain

The buildings in the south-west corner of the table are the edge of the Factory. They are good
quality, modern, red brick buildings, and provide excellent cover from both direct and indirect fire.
The red buildings in the centre of the table are the large wooden huts that form the focus for the
game. These provide good cover against spotting, and can be hid behind, but provide little
protection against fire: Hohler, himself, was wounded by machine gun fire coming through the
wooden walls.

The rest of the terrain is the usual flat, rolling featureless fields. The brown lines represent field
boundaries: dusty tracks or low hedges that really only serve to indicate where one field ends and
another begins. There should be the odd bit of cover on the table (a fold in the ground, an irrigation
ditch, or a small patch of scrub) but really these should be scarce and far between.

Initial Dispositions

The British will have two forces on the table at the beginning of the game. In the huts, they will
have two platoons of Guards infantry under Captain Hohler. In the buildings on the Factory’s edge,
they will have a section of hastily emplaced anti-tank guns and a stray Sherman tank (sheltering
from enemy AT fire amongst the Factory’s buildings).

The German force of infantry and tanks will enter the table under Blinds from the north-east corner.

Objectives and Victory Conditions

The British objective is simple: hold on to the huts! They win the game if, at the end of the battle,
the huts are still in their hands.

The German objective is also simple: re-take the huts! They win the game if, at the end of the battle,
the huts are back in their hands.

Special Rules

Note that the British infantry sections start the game with only seven men each.

Off-table artillery support for both sides must be called in by the senior Big Man on the table, using
his whole turn to do so. The British fire will arrive after one turn (i.e. place their Off-Table Artillery
card in the pack after the next appearance of the Tea Break card) but with 5d6 deviation from the
chosen aiming point. The German fire will arrive after three turns (i.e. place their Off-Table
Artillery card in the pack after the third appearance of the Tea Break card) but with 3d6 deviation.
Any Big Man on either side that can see where the shells fall may act as an FOO, correcting the
aiming point by 1d6” each turn they spend doing so.

Notes on Big Men

Captain Hohler is the officer who led the historical attack on the huts, and the other British Big Men
are also members of 5th Grenadier Guards from their time at Anzio. The German Big Men are cast
members from the 1998 film Lola Rennt (known in England as Run, Lola, Run!).

52
The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Big Man x 4 Big Man x 4
Company HQ Company HQ
2 nd Platoon 1st Platoon
3rd Platoon 2nd Platoon
Bayliss’ Sherman 3rd Platoon
Anti- Tank Gun 1 Tigers
Anti Tank Gun 2 Off-Table Artillery
Off-Table Artillery Blitzkrieg
Anti Tank Bonus Fire Rapid Deployment
Rally x 2 MMG Bonus Fire
Dynamic Commander Rally
Heroic Leader Dynamic Commander

53
Scenario 5: Map

54
Scenario 5: British Briefing
You are Captain T.S. Hohler of the 5th Grenadier Guards. It is January 1944, and you are part of the
invasion force that has landed behind the Gustav Line in order to prise the Jerries loose from their
hold on central Italy. Yesterday, after a quite frankly inexcusable delay, the Guards were finally
sent forward into action, and succeeded in pushing the boundary of the beachhead forward by
taking the village of Carroceto and some kind of ghastly “new town” known to the men as the
Factory.

At dawn today, however, the equally ghastly Bosche counterattacked: moving infantry and several
self-propelled guns forward to occupy a series of wooden huts that overlook your new positions,
thus providing them with cover from which to launch potshots at your men as they dug in. The guns
were driven off by anti-tank and artillery fire (no “hat” on a Hummel, eh?), and you sent forward a
platoon of your company to drive off the accompanying infantry.

So far so good, but unfortunately your platoon was itself then driven back by a couple of monster
tanks, presumably the terrible Tigers you’ve heard about, and although the big cats then wandered
away, enemy infantry once more occupied the huts. As there were no other troops available, and the
Germans had to be shifted, you then led the rest of your company forward and re-took the huts
again!

You are now waiting for the Germans to counterattack once more, presumably from the north-east.
The situation is a bit grim, but at least you have some cover from AT guns and artillery based back
at the Factory.

Map & Terrain

The buildings in the south-west corner of the table are the edge of the Factory. They are good
quality, modern, red brick buildings, and provide excellent cover from both direct and indirect fire.
The red buildings in the centre of the table are the large wooden huts that form the focus for the
game. These provide good cover against spotting, and can be hid behind, but their wooden walls
will provide little protection against fire.

The rest of the terrain is the usual flat, rolling featureless fields. The brown lines represent field
boundaries: dusty tracks or low hedges that really only serve to indicate where one field ends and
another begins.

Initial Dispositions

You begin the game with your men under one Blind in the huts in the centre of the table. Your
support (the AT guns and the stray Sherman are dug-in anywhere in the Factory itself, under
concealed Blinds.

Objectives and Victory Conditions

Your objective is simple: hold on to the huts! You win the game if, at the end of the battle, the huts
are still in your hands.

55
Elements of Number 1, Company, 5th Grenadier Guards

Company HQ
Captain T.S. Hohler* (1d6)
1 x PIAT (2 crew)

2nd Platoon
Lieutenant William Dugdale* (1d6)
2 x Rifle Section (7 men each)

3rd Platoon
Lieutenant J.A. “Chucks” Lyttleton* (1d6)
2 x Rifle Section (7 men each)

Support Troops

Stray Tank from A Company, 46th RTR


Corporal G.C. Bayliss* (1d4)
1 x M4 Sherman

Anti-Tank Gun Platoon


2 x L50 6lb Anti-Tank Gun (5 crew each)

Off-Table Artillery Support


You may call in fire support from a half-troop of two 25lb guns.

Troops/Dice 0 1 2 3 4
Grenadier Guards 1, 2 3 4 5, 6, 7 8

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

PIAT 6 6 6 - -
Infantry Section 2 - - - -

Weapon Strike
6lb AT Gun 6

56
Scenario 5: German Briefing
You are Lieutenant Herbert Knaup of 29th Panzer Grenadier Regiment, part of 3rd Panzer
Grenadier Division. Up to four days ago, your Eastern Front veterans had been basking in the weak
Italian winter sunshine as part of the force defending the Gustav Line: the defensive position
currently preventing the Amis and their British allies from marching up Italy. All that changed
when the Allies landed an invasion force near somewhere called Anzio: threatening both your rear
and Rome itself. Within hours, you were on the move: rushed from your reserve positions straight
into the hastily formed ring of troops containing the enemy beachhead.

Your new positions were astride the Via Anziate: the road leading straight up from the coast
towards Highway 6, the main route to Rome. Yesterday, the Allies finally got their act together and
began an attempt to break out of their beachhead. The main focus of their attack was the town of
Aprilia, which they managed to take after several hours of hard fighting. Overnight, however, your
battalion moved up into a position from which to launch a counterattack, the axis of which focussed
on some wooden huts just to the north-east of Aprilia. The huts have changed hands several times
today already, and now it is your company’s turn to re-take them.

From what you can tell, the enemy have about a company’s worth of infantry in amongst the huts,
although they are probably much reduced in strength after their assault. You have managed to
secure the services of a couple of heavy tanks, and are confident that the task ahead is well within
your capacity. Note that the British occupying the huts will be able to call on fire support from their
troops in Aprilia itself: so you’d better keep your heads well down!

Map & Terrain

The buildings in the south-west corner of the table are the edge of Aprilia. They are good quality,
modern, red brick buildings, and provide excellent cover from both direct and indirect fire. The red
buildings in the centre of the table are the large wooden huts that form the focus for the game.
These provide good cover against spotting, and can be hid behind, but their wooden walls will
provide little protection against fire.

The rest of the terrain is the usual flat, rolling featureless fields. The brown lines represent field
boundaries: dusty tracks or low hedges that really only serve to indicate where one field ends and
another begins.

Initial Dispositions

You enter the table under Blinds from the north-east corner of the map. You have six Blinds at your
disposal, up to three of which may be False.

Objectives and Victory Conditions

Your objective is simple: re-take the huts! You win the game if, at the end of the battle, the huts are
still in your hands.

57
Elements of 29th Panzer Grenadier Division

Company HQ
Oberleutnant Herbert Knaup (1d6)
1 x MMG (3 crew)

1st Platoon
Leutnant Armin Rohde (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Oberfeldwebel Utz Krause (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Feldwebel Sebastian Schipper (1d6)
3 x Rifle Squad (8 men each)

Wandering Panzers
2 x Tiger I (E)

Off-Table Artillery Support


You may call in fire support from two 105mm Field Guns.

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5 6, 7 8

Vehicle AC Weapon Calibre Speed


Tiger I (E) 11 11 88mm Slow

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -

58
Scenario 6: Cisterna
30th January 1944
Lucas was now coming under pressure to break out of the beachhead he had so carefully
established. Churchill couldn’t understand what the delay was, and even Mark Clark, who had
urged Lucas to act cautiously, was now, at Alexander’s behest, pushing for an advance. Clark
arrived at Anzio on 28th January: incandescent after almost being killed by an American
minesweeper that had opened fire on his launch thinking it was a German raider. Fortunately, his
mood was somewhat improved by the news that Lucas had ordered a major attack for that night: the
main attack would see the (British) 1st Division and (American) 1st Armoured Division taking
Campoleone railway station, about a mile and a quarter south of the town itself; with a strong,
secondary attack from the (American) 3rd Division towards Cisterna.

Luck, however, was not with the Allies. That afternoon the company commanders and
intelligence/signals team of 5th Grenadier Guards were driving up the Via Anziate heading for
Dung Farm for the main Orders Group briefing prior to that night’s attack. Unfortunately, they
missed the iron gates signifying the turning into the farm, and drove straight into a German outpost.
Three of the company commanders were killed and another captured. As a result of this disaster,
both 1st and 3rd Divisions’ attacks were postponed for twenty-four hours, and the Grenadier Guards
replaced by the Irish Guards in the plan to take Campoleone. Even worse, this delay allowed the
Germans to bring up more troops, and by the end of 29th January, the ring around the beachhead
was now over 71,000 strong. More significantly, as we shall see, 7,000 soldiers from 26th Panzer
Division arrived to reinforce the Cisterna area.

The Rangers at Cisterna

The plan on the left of the beachhead called for 1st and 3rd Ranger Battalions to jump off an hour
before the main attack and make their way single-file along the narrow, semi-dry Pantano irrigation
ditch (the Fosso Centri di Pantano) that ran parallel to the right hand side of the main Conca to
Cisterna road. As patrol reports and reconnaissance indicated that the ditch seemed to run between
two enemy outposts, the Rangers should have been able to penetrate the German lines and, when
the main attack began at 0200hrs, emerge to seize and hold Cisterna until reinforcements arrived.
Even if Cisterna could not be taken by such a coup de main, the Rangers could create havoc in the
enemy’s rear.

The main attack consisted of four thrusts towards the town. On the left, 7th Infantry Regiment was
to cut Highway 7 above Cisterna. In the centre, 4th Rangers backed up by the 3rd Battalion of 15th
Infantry, would drive straight up the road to Isola Bella and then through to Cisterna. About two
miles to their right, the rest of 15th Infantry would advance up a parallel road, spearheaded by
Company B of the 751st Tank Battalion. Finally, on their right again, the 504th Parachute Infantry
Regiment would move forwards along the main Mussolini Canal, heading for Highway 7: their
mission was to seize and blow the bridges over the Canal to protect the right flank of the advance.

At 0100hrs, the Rangers, festooned with grenades and ammunition bandoliers but lacking any
support weapons apart from their bazookas, filed into the ditch, six inches deep in water, and began
making their way towards the German lines. The night was freezing and pitch black, and as the
Rangers penetrated the German defences they were sometimes forced to hug the sides of the ditch
to avoid being seen by sentries walking above. The difficult conditions and slow, stop-start progress
soon meant that the two battalions lost contact with each other and, perhaps worse, lost the four
extra radio operators that Colonel William O. Derby, controlling the operation from a farmhouse
just off the Isola Bella to Cisterna road, had sent along to ensure good communications!

59
Major Jack Dobson, commanding 1st Battalion, left three of his companies under Captain
Shunstrom to wait for 3rd Battalion, dispatching a runner to hurry them along, whilst he continued
the advance with his other three companies. The sound of fighting was then heard to the rear, and
the runner returned to say that 3rd Battalion had been involved in a fight with a Panzer IV tank, and
although the tank had been destroyed with a bazooka and no general alarm raised, Major Miller,
commander of 3rd Battalion, had been killed by a blast of machine gun fire.

By 0400hrs, about an hour and a half before dawn, the twenty Ranger scouts at the front of the
column (led by Lieutenant Jim Fowler and all specially trained in silent movement and killing)
reached the end of the ditch and prepared to move out across the 800 yards or so of open ground
now separating them from Cisterna. Their mission was to clear the path of sentries so that the main
force had the best chance
FORMOL possible of making the town
DEL
BOVE undetected. They moved out
CREEK
and began their grim work: so
SPOCCASSI
CREEK
HI
successfully that some
GH
PREFETTI W
AY
Germans joined their column
CREEK 7
thinking it was a friendly
rei
He ced
nfo

patrol...until the knives came


rm by
r
an ele

out and their throats were slit.


nG m
oe ents

CARANO
CISTERNA
rin

CREEK
g P of 2

At around 0545hrs, dawn was


FIC

PONTE
CARANO
OC

an 6

ROTTO
nt
CI

LE MOLE just beginning to break and


ze
ime
A
CR

r D th P

CREEK
EE

BO
Dobson, now at the head of
Reg
K

ISOLA
ivis anz

W
LIN CROCETTA
G BELLA
ion er

AL the column still within the


try

LE
no Div

Y PADIGLIONE
nfan

CISTERNA
” PONTONO ditch, could see that the way
w

CREEK CREEK
7 th I

WEST in front of him was not, as


isio
H
TC

BRANCH
expected, empty of Germans.
n
DI
PO Rngr

MUSSOLINI
O
ON

CANAL On the contrary, there were


NT

CAMPOMORTO
& 4 th

German vehicles moving up


th

and down the road, and


15 th

/15

7
2 nd

German artillery setting up for


3 rd/

LE FERRIE 15
&

SE

the day’s firing.


1 st

SS

30 ’s
AN

CONCA
rRa
O

Pa AILWA
1st & 3 rd 4
th YB
ED The day-long delay caused by
Rangers 50
the loss of the Grenadier
BORGO Guards’ company
504th PIAVE
Parachute commanders was to blame. Up
Herm
Pa

until reinforcements had


nz

arrived the day before, the


ann G
er Div ring

LITTORIA only German troops in front of


ision
oe

179 MUSSOLINI
CANAL
the end of the ditch had been
the replacement company
BORGO commanded by fifty-year old
SABOTINO
Rittmeister Edwin Rentz, who
for the last week had been
VALMONTORIO
rubbing the scar that was the
souvenir of a wound received
in 1916 (and always
aggravated him when the
weather was cold) and

60
worrying about how his meagre force was to properly cover the huge area he was supposed to
defend. Open flanks had, for example, forced him to spread his men very thinly indeed. Now,
however, the arrival of some paratroopers some twelve hours before had enabled him to concentrate
his company into a narrow front of 400 yards. He had seven MG-42s, three light mortars and over
ninety riflemen entrenched under camouflage netting. It was a killing zone: and the Rangers were
about to enter it.

As the main Ranger force prepared to leave the ditch for their dash to Cisterna, Rittmeister Wentz
received a telephone call from the Obersturmbannführer in the regiment to his left: three sentries
had been found in a listening post with their throats slashed. As Wentz left the ruined farmhouse
serving as his HQ to sound the alarm, a scream was heard: Fowler had slit the throat of another
sentry, but failed to do so silently. As the Germans came to full alert, the Rangers started their run:
charging from the ditch with bayonets fixed and screaming their war-cries.

It was chaos. The Germans opened up with everything they had: machine guns, mortars, concealed
tanks, rifles. The supposed gap in enemy lines through which the Rangers were supposed to charge
just didn’t exist any more. Dobson tried to get his men established in firing lines, but most of them
were still stuck in the ditch: now a death-trap. The battle degenerated into a series of small conflicts
as the Rangers attempted to both keep their advance going and find alternative cover. At 0835
hours, Dobson called for help, but the rest of 3rd Division’s attack had made no progress. 1st and
3rd Rangers were on their own.

By 0900hrs, the Rangers of 1st Battalion had been effectively pinned in place just in front of
Cisterna, and a German counter-attack from both armour and infantry was developing on their
flanks and rear. The Rangers fought back desperately, knocking out fifteen of seventeen counter-
attacking German tanks or self-propelled guns with their bazookas and sticky-bombs (Dobson
himself was wounded when he climbed onto a Panzer IV, shot the commander, and dropped a
phosphorous grenade inside!), but they had no heavy weapons and were by now running short of
ammunition. Third battalion were no better off. German Panzer IVs and a Tiger were firing their
main guns directly into the ditch at close range: apparently literally vaporising the Rangers on the
receiving end.

Another desperate call for help was made at 1215hrs, but there was no help available: the main
attacks had still failed to make any significant progress. Lieutenant Colonel Roy A Murray,
battalion commander of 4th Rangers, had earlier led his men forward in a desperate attempt to reach
his comrades by outflanking Isola Bella, but his men were pinned down in the open fields by
accurate machine gun fire at times at ranges of only 200 yards.

At 1230hrs, 1st Sergeant Robert E. Ehalt of 3rd Battalion came onto the radio and sent a final
message from the battalion command post: only ten men were left around him, he was out of
contact with any of his companies, and he was destroying his radio as more enemy tanks
approached. It was all over. Out of the 767 Rangers that had entered the Pantano Ditch, only six
made it back to the Allied lines. 1st and 3rd Rangers had ceased to exist.

Although it is agreed that only six Rangers made it back to Allied lines, there is some discrepancy
over how many were killed and taken prisoner. The official British history of the campaign gives
the number of prisoners taken by the Herman Göring Panzer Division at 639, but another source
states that 743 Rangers were captured. This discrepancy could be down to the fact that other
German forces took the difference prisoner, or it could mean that 106 Rangers were killed rather
than just twelve. Certainly the fierce fighting described by the participants in the first-hand accounts
I have read, particularly the bazooka, grenade and sticky-bomb attacks on armoured vehicles, made
it hard to believe that only twelve men actually died. Whatever the truth, 1st and 3rd Rangers were

61
no more. Edwin Wentz’s company, on the other hand, had suffered just six casualties: although total
German casualties were more in the region of 400, together with over twenty armoured vehicles.

Introduction

This scenario will feature about a company’s worth of Rangers as they attempt to fight their way to
safety through a mass of counter-attacking Germans. The Rangers will be at an enormous
disadvantage, but their victory conditions will reflect this and the scenario is based on historical
events. The game will start right in the thick of the action, with some elements of both sides already
in a firefight.

Map & Terrain

The map actually represents the entire area


between Cisterna and Isola Bella which, N Cisterna

altered for scale, also makes an ideal


tabletop layout. It also gives you the
Anima
appropriate terrain for fighting the action at OYS
A, B, C, D,Jante
E & F COYS
&FC Creek
1 Ranger Bttn
A, E ger Bttn
battalion rather than company level: for Matto 3 Ra
n

Creek
information, the final positions of the
Rangers are shown on the smaller map
(assume the Germans are dug in at Cisterna
and Isola Bella; that there are mobile units of
Germans along the flanks of the Rangers’ Y
B CO er
3 Ra
ng
Bttn
positions; and that German armour is driving
up and down the two main roads, taking Y
D CO er
ng
3 Ra
Bttn
potshots at the Rangers where possible).

Back to the IABSM company-sized game. Y


C CO er
3 Ra
ng
Bttn
The black lines are roads, the brown line is a
rough track. The blue lines are ditches, even
when called creeks, that are deep enough to
conceal a standing man. The ditches have
about six inches of freezing water in them,
and provide excellent cover from spotting Isola Bella

and fire provided the spotter or firer cannot


see or fire down into them. The buildings are
Pantano
good quality, white-washed farmhouses that Ditch
have been fortified and loop-holed.

The rest of the terrain is the usual flat, rolling featureless fields. Add field boundaries as you wish:
dusty tracks or low hedges that really only serve to indicate where one field ends and another
begins. There should be the odd bit of cover on the table (a fold in the ground, an irrigation ditch, or
a small patch of scrub) but really these should be scarce and far between.

Initial Dispositions

The 1st US Ranger Platoon begins the game in the area around the eastern end of the track between
the two creeks. The Rangers have gone to ground and are using whatever cover they can find: up to
half their number may be in either the Matto or the Anima Jante Creek ditches. The 2nd US Ranger
Platoon begins the game in the area around where the western end of the track between the two
creeks hits the main Isola Bella to Cisterna road. They have also gone to ground and are using

62
whatever cover they can find: up to half their number may be in one of the three ditches. The
Company HQ may be distributed as the US player wishes.

The German Defensive Line force begins the game dug-in to an arc that runs from the northern end
of the main north-south road to the western-most house in Cisterna. They are either in good quality
trenches covered in camouflage netting along the eastern side of the road, or have barricaded
themselves into the farmhouses. They should always be treated as being within excellent cover. The
German Outpost force are in trenches or barricaded into farmhouses around Isola Bella. They
should also be treated as being within excellent cover. The German kubelwagon; panzers and self-
propelled guns may be placed anywhere on the table as long as they are on a road. Make the
German player mark on his map where he wishes his vehicles to start the game.

All US troops under cover begin the game under Blinds, with their Blinds all placed on the table.
They have no False Blinds. All German troops also start the game under Blinds with all Blinds
placed on the table. They also have no False Blinds.

Objectives & Victory Conditions

The US objective is to exit as many of his men as possible from the western edge of the table. The
German objective is to stop as many of them as possible from doing so. Victory therefore depends
on how many figures the US player manages to get off the western edge of the table, calculated as
follows:

% of Figures that
US Result German Result
successfully exit the table
50 or more Massive Victory Massive Defeat
30 to 49 Victory Defeat
20 to 29 Minor Victory Minor Defeat
15 to 19 Draw Draw
Less than 15 Loss Victory

Special Rules

As they are acting independently, the German vehicles will all operate on individual cards. The US
Rangers have a Tank Killer bonus card that can apply to any Assault or LMG group.

Notes

US Big Men are historical; German Big Men are a mix of historical personalities and our old
friends the German spirits! Erwin Wentz’s men have been marked down in quality because his was
a replacement company containing a proportion of new recruits i.e. not indicative of the general
quality of the Herman Göring Panzer Division.

63
The Cards

Game Cards US Cards German Cards


Tea Break Big Man x 4 Defensive Line
Company HQ Big Man x 4
1st Platoon Company HQ (Sniper)
2nd Platoon 1st Platoon
Sniper 2nd Platoon
Dynamic Commander 3rd Platoon
Heroic Leader x 3 Heavy Platoon
Rally x 2 Outpost
Tank Killer Bonus Big Man x 3
HQ
4th Platoon
5th Platoon
Vehicles
Kubelwagon
Panzer IV
Tiger
Hummel 1
Hummel 2
Nationality
Vehicle Breakdown
MMG Bonus Fire
Mortar Bonus Fire
Rally

64
Scenario 6: Map

N Cisterna

Anima
Jante
Creek
Matto
Creek

Isola Bella

Pantano
Ditch
65
Scenario 6: US Briefing
You are Major Jack Dobson of 1st Rangers, and you are in the middle of what is turning out to be a
major frickin’ disaster! Your Rangers led the Anzio landing force: successfully achieving all their
objectives with almost no loss of life. Since then , however, the situation has stagnated, and
tonight’s attack (29th/30th January 1944) was the first serious attempt to break out from the
beachhead area.

As the Germans have ringed the beachhead with a defensive line, the plan was for your Rangers,
followed by those of 3rd Battalion, to infiltrate the enemy positions by moving through an irrigation
ditch that runs perpendicular to the front line, taking the strategically placed town of Cisterna
through a surprise attack and then holding it until reinforcements arrived. It was a good plan:
especially as your patrols indicated that there was a relatively undefended gap in the German
defences around about where the ditch runs. Unfortunately, the attack was delayed by a day due to a
problem with 1st Division on the other side of the beachhead, and it appears that the Germans have
had the opportunity to bring in reinforcements exactly at the point where your attack was aimed.

After a last word from Colonel Derby, you and your men entered the beachhead end of the Pantano
ditch at about 0100hrs. After a fairly hair-raising journey, during which you lost contact with both
3rd Battalion (who had to stop to destroy an enemy tank, losing Major Miller in the process) and the
four extra radio operators assigned to you, you reached the end of the ditch. Christ, what a journey!
Cold, darker than the devil’s backside, and miles of silent-moving through six inches of freezing
water! Some of your men even report having to stand stock still whilst German sentries passed just
above them!

Now, however, that journey seems like the easy part. Emerging from the ditch, with Cisterna only a
few hundred yards away, you and your men have run straight into a wall of defensive fire from well
dug-in positions. There is no way you are going to get through. Worse, fire is now coming from
enemy positions behind you: the German defences are deeper than expected, and you are now
caught between two fire bases and there are enemy tanks all over the place.

You are now in a major firefight with the enemy: and you know it’s a firefight you cannot win.
They are in well dug trenches, supported by machine guns and mortars: you have only small arms
and grenades. You have to get your men out of here: especially as dawn is breaking and without the
darkness to hide behind, your men are going to be the turkeys in the biggest goddamn turkey shoot
ever seen!. There’s no way you can take Cisterna now, and if you’re not careful, your company will
shortly cease to exit.

Map & Terrain

The black lines are roads, the brown line is a rough track. The blue lines are the ditches you have
been moving through. They are deep enough to conceal a standing man and provide excellent cover
from spotting and fire provided the spotter or firer cannot see or fire down into them. The buildings
are good quality, white-washed farmhouses that appear to have been fortified and loop-holed. The
rest of the terrain is the usual flat, rolling featureless fields.

Initial Dispositions

Your 1st Platoon begins the game in the area around the eastern end of the track between the two
creeks. They have gone to ground and are using whatever cover they can find: up to half their
number may be in either the Matto or the Anima Jante Creek ditches. Your 2nd Platoon begins the
game in the area around where the western end of the track between the two creeks hits the main

66
Isola Bella to Cisterna road. They have also gone to ground and are using whatever cover they can
find: up to half their number may be in one of the three ditches. The Company HQ may be
distributed as you wish.

All troops under cover begin the game under Blinds, with your Blinds all placed on the table. You
have no False Blinds.

Objectives & Victory Conditions

Forget taking Cisterna: that is now obviously impossible. Your objective now has to be to get as
many of your men to safety as possible by getting them off the western edge of the table. Your
victory conditions therefore depend on how many of your figures you get off the western edge of
the table. Including Big Men, you start with 63 figures:

% of Figures that
Result
successfully exit the table
50 or more Massive Victory
30 to 49 Victory
20 to 29 Minor Victory
15 to 19 Draw
Less than 15 Loss

Intermingled Elements of 1st and 3rd Ranger Battalions

Company HQ
Major Jack Dobson* (1d6+2)
Sergeant Thomas Regan* (1d6+1)
2 x Bazooka (2 crew each)

1st Platoon
Lieutenant Newman* (1d6+1)
2 x Assault Squad (8 men each)
2 x LMG Squad (5 men each)
1 x Sniper

2nd Platoon
Lieutenant Jim Fowler * (1d6+1)
2 x Assault Squad (8 men each)
2 x LMG Squad (5 men each)
1 x 60mm Mortar (2 crew)

0- 4- 8- 12- 16- Troops/Dice 0 1 2 3 4


Infantry AT 4” 8” 12” 16” 24” LMG Group - 1 2, 3, 4, 5 - -
Bazooka 8 8 8 8 - Assault Group 1, 2 3 4, 5 6, 7 8
LMG Group 4 - - - -
Assault Group 6 - - - -

67
Scenario 6: German Briefing
You are Rittmeister Edwin Wentz of the Herman Göring Panzer Division. Up to a week or so ago,
your replacement company had been safe behind the lines, backing up the force defending the
Gustav Line: the defensive position currently preventing the Amis and their British allies from
marching up Italy. All that changed when the Allies landed an invasion force near somewhere
called Anzio: threatening both your rear and Rome itself. Within hours, you were on the move:
rushed from your reserve positions straight into the hastily formed ring of troops containing the
enemy beachhead.

It is now dawn on 30th January 1944. Your men are positioned in front of the strategically
important town of Cisterna. In front of you is the village of Isola Bella, held by one of HG
Division’s front line companies. A few moments ago, you received a telephone call from the
Obersturmbannführer in charge of the newly arrived paratroops (from 3rd Battalion, 1st Parachute
Regiment) on your left: a patrol has just reported that three men in one of his listening posts had
been found with their throats cut! You went outside to raise the alarm, and saw, with some horror, a
mass of enemy troops suddenly emerging from an irrigation ditch right in front of your positions!

Fortunately, the arrival of the paratroopers yesterday means that instead of being as thinly spread as
they were, your men are now concentrated into a proper fire position, and the Amis troops look as if
they are already pinned down. This is going to be a massacre: much like the ones you saw on the
Somme back in 1916. You knew the pain your old wound was giving you meant something: now
you know what it is!

Map & Terrain

The black lines are roads, the brown line is a rough track. The blue lines are the ditches that the
enemy appear to have been moving through. They are deep enough to conceal a standing man and
provide excellent cover from spotting and fire provided the spotter or firer cannot see or fire down
into them. The buildings you are occupying are good quality, white-washed farmhouses that have
been fortified and loop-holed. The rest of the terrain is the usual flat, rolling featureless fields.

Initial Dispositions

Your Defensive Line force begins the game dug-in to an arc that runs from the northern end of the
main north-south road to the western-most house in Cisterna. They are either in good quality
trenches covered in camouflage netting along the eastern side of the road, or have barricaded
themselves into the farmhouses. They are in excellent cover. Your German Outpost force are in
trenches or barricaded into farmhouses around Isola Bella. They are also in excellent cover. Your
kubelwagon; panzers and self-propelled guns may be placed anywhere on the table as long as they
are on a road. Mark on your map where you wish them to start the game.

All your troops begin the game under Blinds, with your Blinds all placed on the table. You have no
False Blinds.

Objectives & Victory Conditions

You have already obviously defeated the Amis’ attack.. Your victory conditions therefore now
depend on how many of them you prevent from retreating to safety off the western edge of the
table.

68
Special Rules

As they are acting independently, your vehicles will all operate on individual cards.

Elements of 26th Panzer Division and Herman Göring Panzer Division (3rd Battalion, 1st
Parachute Regiment; 7th G.A.F. Jäger Battalion; and 129th Reconnaissance Battalion)

Defensive Line Force

Company HQ
Troops/Dice 0 1 2 3 4
Rittmeister Edwin Wentz* (1d6-1)
1 x Sniper Outpost 1, 2, 3 4 5 6, 7 8
Defensive Line 1, 2, 3 4 5, 6 7, 8 -
1st Platoon
Leutnant Ernest Hermann* (1d6)
3 x Rifle Section (8 men each)
Vehicle AC Weapon Calibre Speed
2nd Platoon Tiger I (E) 11 11 88mm Slow
Stabsfeldwebel Adolf Asbach-Uralt (1d6)
3 x Rifle Section (8 men each) Panzer IV (H) 6 8 75mm Average
Wespe 3 6 105mm Average
3rd Platoon
Unterfeldwebel Gustav Glühwein (1d6) Kubelwagon 0 LMG n/a Wheeled
2 x Rifle Section (8 men each)

Heavy Platoon
4 x MMG (3 crew each)
2 x 81mm Mortar (3 crew each)

Outpost Force

Outpost HQ
Hauptmann Kurt Kirshwasser (1d6)
2 x MMG (3 crew each)
1 x 81mm Mortar (3 crew)

4th Platoon
Oberleutnant Dieter Doppelkorn (1d6)
3 x Rifle Section (8 men each)

5th Platoon
Stabsfeldwebel Siegfried Schnapps (1d6)
3 x Rifle Section (8 men each)

Wandering Vehicles

1 x Kubelwagon with LMG Team (2 crew)


2 x Panzer IV (H)
1 x Tiger I (E)
2 x Hummel

69
Scenario 7: The Cisterna Creek Ravine
30th January 1944
Whilst the 1st and 3rd Rangers were attempting to infiltrate Cisterna through the Pantano Ditch,
other elements of 3rd Division were readying themselves to launch the main attack on the German
defences around Cisterna. Truscott’s plan called for four thrusts towards the town. On the left, 7th
Infantry Regiment was to cut Highway 7 above Cisterna. In the centre, 4th Rangers backed up by
the 3rd Battalion of 15th Infantry, would drive straight up the road to Isola Bella and then through
to Cisterna. About two miles to their right, the rest of 15th Infantry, spearheaded by Company B of
the 751st Tank Battalion, would advance up a parallel road. Finally, on their right again, the 504th
Parachute Infantry Regiment would move forwards along the main Mussolini Canal, heading for
Highway 7: their mission was to seize and blow the bridges over the Canal to protect the right flank
of the advance.

In the centre, 4th Rangers ran straight into the troops of Herman Göring Panzer Division dug in
around Isola Bella, and were unable to make any progress. Part of the problem seems to have been
that the Americans were expecting the key German defences to be behind Cisterna, not in front of
it, and their forward elements therefore advanced into contact in formations that anticipated
encountering isolated outposts not the main line and, as a result, were picked off one-by-one.
Around dawn, now aware of what was happening to their colleagues in 1st and 3rd Rangers,
Lieutenant Colonel Roy A. Murray, commanding 4th Rangers, led his men in an attempt to outflank
the village, but they were again stopped by German machine gun fire as soon as they were spotted.
A desperate attempt to breakthrough with two tank destroyers and two halftracks also failed as the
vehicles ran into a minefield and two were destroyed. Although a bayonet charge then took out two
machine gun nests, a way through the enemy defences just could not be found.

Behind 4th Rangers, blocked from launching their own attack, 3rd Battalion/15th Infantry,
commanded by Major Frederick W. Boye Jnr, were ordered to move off the road to the right and
advance forward along the line of the Pantano Ditch in an effort to reinforce 1st and 3rd Rangers by
following the same route that they had taken. Once it was learnt that 1st and 3rd Rangers had
surrendered, however, the battalion was then ordered to curl back round and attack Isola Bella from
the rear. Under cover of smoke and artillery and led by their tanks and tank destroyers, the battalion
fought their way into the village, defeating all organised resistance by about noon. Houses were
cleared one by one: first a tank or tank destroyer would fire its main gun into the building at point
blank range, then the infantry would assault the stunned defenders. Once Isola Bella had fallen, the
battalion spent the rest of the day clearing isolated pockets of resistance before swinging back south
to try and clear a path through to where 4th Rangers were still trying to move forwards along the
road.

Meanwhile, to their right, 1st Battalion, 15th Infantry were also driving forward. After hard
fighting, the battalion managed to push forward about one and a half miles to their objective point,
with the spearhead tanks from Company B, 751st Tank Battalion knocking out a Panzer IV tank,
three 75mm anti-tank guns, and rounding up the remnants of two companies of the Herman Göring
Panzer Division.

Further to the right, 504th Parachute Infantry Battalion had been tasked with moving towards
Highway 7 along the line of the Mussolini Canal: as taking the bridges over the canal would protect
the right flank of the main 3rd Division advance from an enemy counterattack. After fierce fighting,
1st Battalion reached the bridges, but the Germans blew them up before they could be taken. With
1st Battalion mopping up the enemy soldiers (from Herman Göring Panzer Division and 356th
Reconnaissance Battalion) now stuck on the wrong side of the canal, 2nd Battalion, 504th Parachute

70
Infantry carried on the drive towards Highway 7. Unfortunately the Germans had also blown the
bridges over the ravine carrying the Cisterna Creek, making it impossible for the tanks and tank
destroyers accompanying the 2nd Battalion troops to continue.

In the early afternoon, the Germans launched their own attack: with the 7th Luftwaffe Jäger
Battalion striking across the canal towards the rear of the 504th’s positions. The Jägers were all
hardened disciplinary offenders from the German air force who had chosen combat service and a
clean slate over time in a military prison, and caused the parachute infantry some problems before
their advance was stopped by rapid fire from the M7 Priests of 69th Armoured Field Artillery
Battalion.

On the left of the 3rd Division attack, 7th Infantry Regiment, commanded by Colonel Harry B.
Sherman, aimed to cut Highway 7 above Cisterna. 1st Battalion would attack up the line of the Le
Mole Creek; with 2nd Battalion attacking along the road that led to Cisterna via Ponte Rotto.

After a long night march, 1st


FORMOL
Battalion, commanded by DEL
BOVE
Lieutenant Colonel Frank N. CREEK

Izenour, began their assault SPOCCASSIat


0200hrs but, like the rest of 3rd PREFETTI HI
GH
W
AY
Division, almost immediately ran CREEK rei
7

He ed b
into difficulties. As 30th Infantry nfo

rm y e
rc
Regiment had been fighting over an
n G leme
oe nts
CARANO
the ground that 1st Battalion were CISTERNA
rin of
CREEK

to advance over right up to the PONTE g P 26


FIC

CARANO an
OC

ROTTO
nt
CI

ze
attack’s jump off, the only LE MOLE
ime
A
CR

CREEK
r D th P
EE

BO
Reg

ivis an
reconnaissance that had taken
K

W ISOLA
LIN CROCETTA BELLA
ion zer
G
place was from aerial photographs,ALLEY PADIGLIONE
ntry

no Div
CISTERNA
w
PONTONO
Infa


and the troops found that what CREEK CREEK
7 th

looked like hedgerows in the WEST


isio
H
TC

BRANCH
n
DI
PO ngr

photographs were actually 20-foot MUSSOLINI


O
ON

CANAL
R
NT

deep drainage ditches overgrown CAMPOMORTO


& 4 th

with thorns and briars. Although


th
5 th

/15

7
footsloggers could cross these
3 rd/1

2 nd

LE FERRIE 15
&

barriers, albeit with some


SE
1 st

SS

’s
AN

30
difficulty, their supporting armour CONCA
ra
O

Pa AILWA
R
could not, and had to be left 1 &3 st rd 4
th YB
ED
Rangers 50
behind.
BORGO
504th PIAVE
As the infantry pressed on alone, Parachute
Herm
P

they entered an area of flat ground


anz

surrounded on three sides by low


ann G
er Div ering

LITTORIA
knolls, with the darkness
ision
o

179 MUSSOLINI
preventing them from becoming CANAL

aware of their situation. Suddenly


BORGO
German flares lit up the night, and SABOTINO

the men of 1st Battalion found


themselves silhouetted against the VALMONTORIO

dark ground and under heavy


automatic fire. Daylight revealed
that the enemy occupied the high
ground on all three of the knolls,

71
and had emplaced machine guns to enfilade the ditches that were the only cover available. Heavy
losses ensued, including Colonel Izenour, and the battalion was scattered. Fortunately, Captain
William P. Athas of the heavy weapons company was able to set up four heavy machine guns, and
under their covering fire the Germans were cleared from one of the knolls. Major Frank Sinsel was
sent forward to take command of the battered battalion, and with the arrival of their supporting
armour (who had finally managed to cross the drainage ditches in daylight), 1st Battalion were able
to hold their position. A further advance was now, however, impossible, and 1st Battalion spent the
rest of the day under heavy enemy artillery and mortar fire.

2nd Battalion fared only slightly better. Their initial advance was delayed by the fall of their own
artillery’s shells, and was then almost immediately thrown back by German units from 1st
Parachute Division, who had arrived the night before and dug in around the road junction south of
Ponte Rotto. Unwilling to have every attack fail, Colonel Sherman then brought up his reserve 3rd
Battalion and with artillery barrages, tanks and tank destroyers leading the way systematically
destroying every German-held strongpoint and farmhouse, 2nd and 3rd Battalions fought their way
into and past Ponte Rotto, reaching their objective around dawn on 31st January 1944.

Introduction
Although any of the actions described above would make a great game, this scenario will focus on
the advance by 2nd Battalion/504th Parachute Infantry and the subsequent counter-attack by the 7th
Luftwaffe Jägers. The Americans will enter one end of the table and defeat a German strongpoint
only to be confronted by a ravine crossable only by infantry. Presumably leaving their armour
behind, they will advance forward to take the next German strongpoint, but will then be subject to a
German counterattack.

Map & Terrain


The thick black line is a good quality, gravel road; the thinner black lines are gravel driveways. The
blue line is the Cisterna Creek ravine: only crossable at the bridge marked in brown. The buildings
are good quality, white-washed farmhouses that have been fortified and loop-holed. Both buildings
are surrounded by low (waist high) hedges that can easily be pushed through.
The rest of the terrain is the usual flat, rolling featureless fields. The thin green lines are field
boundaries: dusty tracks or low hedges that really only serve to indicate where one field ends and
another begins. There should be the odd bit of cover on the table (a fold in the ground, an irrigation
ditch, or a small patch of scrub) but really these should be scarce and far between.

Initial Dispositions
The Germans will begin the game with two separate forces on the table. One will defend the
farmhouse near the bridge, the other will defend the farmhouse to the east. In both cases, the
German troops are either in good quality trenches covered in camouflage netting or have barricaded
themselves into the farmhouses. They are therefore in excellent cover. The German reinforcements
will also appear from the south-west corner of the table, arriving on the fourth appearance of the
Turn Card after the bridge is blown (see below). Note that that is when they can arrive: the German
player may choose to keep them concealed off-table until the moment to launch his counter-attack
arrives.

The Americans will enter the table under Blinds from the south-west corner. They have seven
Blinds, up to three of which may be False Blinds. They may enter up to three Blinds per turn.

Objectives & Victory Conditions


The US force’s objective is to capture both farmhouses, and then hold their ground against the

72
unexpected enemy counterattack. They therefore win the game if, at the end of the battle, they have
infantry (one figure will do) in both farmhouses.

The German objective is to prevent the Americans from achieving theirs. They therefore win the
game if one or both of the farmhouses is in their hands at the end of the battle.

Special Rules
The Germans have planted explosives on the bridge over the Cisterna Creek ravine. Any German
Big Man may use one initiative die to blow the bridge. The bridge explodes on the next appearance
of the Turn Card or the Tea Break Card, and then becomes crossable only by infantry on foot,
provided they spend their entire turn carefully negotiating their way across the steel beams that are
all that remains of the bridge. Note that the Germans think the bridge will be totally destroyed when
blown.

Off-table artillery support for both sides must be called in by the senior Big Man on the table, using
his whole turn to do so. The German off-table artillery is already zeroed in on both farmhouses and
the bridge. Artillery strikes directed at any of these locations arrives on the next appearance of the
Turn Card with no deviation. Artillery strikes directed at any other location arrives on the third
appearance of the Turn Card, with 3d6 deviation. The US off-table artillery arrives on the second
appearance of the Turn Card, with 2d6 deviation. Any Big Man on either side that can see where the
shells fall may act as an FOO, correcting the aiming point by 1d6” each turn they spend doing so.

Notes on Big Men


The US Big Men are actually the historical members of A Company, 504th Parachute Infantry
Regiment. The German Big Men are members of the German national football team at time of
writing (April 2007).

The Cards

Game Cards US Cards German Cards


Tea Break Blinds Farmhouses
Turn Card Big Man x 5 Blinds
Company HQ Big Man x 2
1st Platoon Infantry Squad #1
2nd Platoon Infantry Squad #2
3rd Platoon MMG #1
Mortar Platoon MMG #2
Tanks Off-Table Artillery
Off-Table Artillery Anti- Tank Gun
Rapid Deployment Anti- Tank Bonus Fire
Vehicle Breakdown MMG Bonus Fire
Dynamic Commander Rally
Heroic Commander Dynamic Commander
Rally Add for Reinforcements
Big Man x 4
1st Platoon
2nd Platoon
3rd Platoon
Tank Killer Bonus
Heroic Leader

73
Scenario 7: Map

74
Scenario 7: US Briefing
You are Captain Edson Mattice of the 2nd Battalion, 504th Parachute Infantry Regiment. It is late
January 1944, and you are part of the Allied force in Italy trying to break out of the Anzio
beachhead. Your men are now spearheading a thrust towards the southern approaches of the vital
town of Cisterna designed both to draw the enemy’s attention from Cisterna itself (so that 3rd
Division and the Rangers can take it) and to protect the right flank of the main advance.

The plan called for the 504th to follow the line of the Mussolini Canal, taking and holding the
various bridges that cross it. Earlier today, 1st Battalion successfully took the two nearest bridges
(although they couldn’t stop the Germans from blowing them up) and have halted to re-group, to
mop up a few isolated enemy strongpoints, and to deal with the prisoners that they have captured.
This means that your battalion is now on point, continuing the advance inland.

As lead company, you have been tasked with advancing to the Cisterna Creek and dealing with two
enemy strongpoints positioned in or around nearby farmhouses. You have a couple of Shermans in
support, but don’t much like the open nature of the country you’re manoeuvring in.

Map & Terrain

The thick black line is a good quality, gravel road; the thinner black lines are gravel driveways. The
blue line is the Cisterna Creek ravine: only crossable at the bridge marked in brown. The buildings
are good quality, white-washed farmhouses which you can assume have been occupied and fortified
by the enemy.

The rest of the terrain is the usual flat, rolling featureless fields. The thin green lines are field
boundaries: dusty tracks or low hedges that really only serve to indicate where one field ends and
another begins. There is also the odd bit of cover on the table (a fold in the ground, an irrigation
ditch, or a small patch of scrub) but these are few and far between.

Initial Dispositions

Your men will enter the table under Blinds from the south-west corner. You have seven Blinds, up
to three of which may be False Blinds. You may enter up to three Blinds per turn.

Objectives & Victory Conditions

Your objective is to capture both farmhouses. You therefore win the game if, at the end of the
battle, you have infantry in both farmhouses.

Special Rules

Your off-table artillery support must be called in by the senior Big Man on the table, using his
whole turn to do so. The shells (smoke or HE) will arrive on the second appearance of the Turn
Card, with 2d6 deviation. Any Big Man that can see where the shells fall may act as an FOO,
correcting the aiming point by 1d6” each turn they spend doing so.

75
Elements of 2nd Battalion/504th Parachute Infantry Regiment

Company HQ
Captain Edson Mattice* (1d6)
1st Lieutenant George Johnson* (1d6)
2 x Carbine Squad (10 men each)

1st Platoon
2nd Lieutenant Stanley J. Whitman* (1d6)
3 x Carbine Squad (10 men each)
1 x Bazooka Team (2 crew)

2nd Platoon
1st Lieutenant Willard Hill* (1d6)
3 x Carbine Squad (10 men each)
1 x Bazooka Team (2 crew)

3rd Platoon
1st Lieutenant Robert Currier* (1d6)
3 x Carbine Squad (10 men each)
1 x Bazooka Team (2 crew)

Mortar Platoon
3 x 60mm Mortar (2 crew each)

Armoured Support from 751st Tank Battalion

2 x M4 Sherman

Off Table Artillery

You may call in fire from three M7 Priest self-propelled artillery guns (105mm howitzers) from
69th Armoured Field Artillery Battalion.

Troops/Dice 0 1 2 3 4
504th Parachute 1, 2, 3 4 5 6, 7, 8 9, 10

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -

76
Scenario 7: German Briefing
It is late January 1944. You are Leutnant Bastian Schweinsteiger of 356th Reconnaissance
Battalion, currently stationed near Cisterna in Italy as part of the ring of troops preventing the Allies
from breaking out of their beachhead around Anzio. Your battalion’s mission is to deny the enemy
access to Highway 7 via the road running across the Cisterna Creek. You and your men have been
tasked with guarding one of the bridges across the ravine that carries the waterway towards the
town. You have an advanced party of men on the western side of the Creek, occupying a farmhouse
by the bridge itself, with the rest of your small force occupying another farmhouse further to the
east.

You know that the majority of your battalion has already been defeated by the advancing enemy but
like to think of yourself as a sting in the tail. You have planted explosives on the bridge, and have
been ordered to blow it up if you need to do so to prevent it falling into enemy hands intact. If the
Amis continue their advance, your plan is to do them as much damage as possible before retreating
your men over the ravine and blowing the bridge, and then to take potshots at them from the safety
of your other position.
You also have another surprise for the Amis: the 7th Luftwaffe Jäger Battalion is standing by ready
to counterattack! Now these Jägers are real hard men: all criminals from the air force who have
been given the choice of spending the rest of their lives in prison or winning themselves a clean
slate in combat! The signal for their advance is you blowing the bridge and, if you have timed
things right, they should arrive right up the Americans’ arschlocks! Just don’t fail to blow the
bridge...or things could get a little rough!

Map & Terrain


The thick black line is a good quality, gravel road; the thinner black lines are gravel driveways. The
blue line is the Cisterna Creek ravine: only crossable at the bridge marked in brown. The buildings
are good quality, white-washed farmhouses that have been fortified and loop-holed. Both buildings
are surrounded by low (waist high) hedges that can easily be pushed through.

The rest of the terrain is the usual flat, rolling featureless fields. The thin green lines are field
boundaries: dusty tracks or low hedges that really only serve to indicate where one field ends and
another begins. There is the odd bit of cover on the table (a fold in the ground, an irrigation ditch, or
a small patch of scrub) but these are few and far between.

Initial Dispositions
You will begin the game with two separate forces on the table. One will defend the farmhouse near
the bridge, the other will defend the farmhouse to the east. In both cases, your troops are either in
good quality trenches covered in camouflage netting or have barricaded themselves into the
farmhouses. They are therefore in excellent cover.
Your reinforcements will appear from the south-west corner of the table, arriving on the fourth
appearance of the Turn Card after you blow the bridge. Note that that is when they can arrive: you
may choose to keep them concealed off-table until the perfect moment to launch your counter-
attack arrives.

Objectives & Victory Conditions


In order to advance towards Highway 7, the enemy will have to neutralise your positions in the
farmhouses. Your job is to prevent the enemy from reaching Highway 7, so you therefore win the
game if one or both of the farmhouses is in your hands at the end of the battle.

77
Special Rules
You have planted explosives on the bridge over the Cisterna Creek ravine. Any of your Big Men
may use one initiative die to blow the bridge. The bridge explodes on the next appearance of the
Turn Card or the Tea Break Card.

Your off-table artillery support must be called in by the senior Big Man on the table, using his
whole turn to do so. Your off-table artillery is already zeroed in on both farmhouses and the bridge.
Artillery strikes directed at any of these locations arrives on the next appearance of the Turn Card
with no deviation. Artillery strikes directed at any other location arrives on the third appearance of
the Turn Card, with 3d6 deviation. Any Big Man that can see where the shells fall may act as an
FOO, correcting the aiming point by 1d6” each turn they spend doing so.

Elements of 356th Reconnaissance Battalion


Farmhouse by the bridge
Feldwebel Jens Lehmann (1d6) Troops/Dice 0 1 2 3 4
1 x Rifle Squad (#1) (8 men)
1 x MMG (#1) (3 crew) 356th Recon 1, 2, 3 4 5 6, 7 8
Luftwaffe Jägers 1, 2 3 4 5, 6 7, 8
The other farmhouse
Leutnant Bastian Schweinsteiger (1d6)
1 x Rifle Squad (#2) (8 men) Weapon Strike
2 x MMG (#2) (3 crew) PaK 40 8
1 x PaK 40 Anti-Tank Gun (5 crew)

Off-Table Artillery
You may call in unlimited fire missions from three 81mm Mortars.

Reinforcements from 7th Luftwaffe Jäger Battalion


Company HQ
Hauptman Torsten Frings (1d6)
1 x Tank Hunter team (4 men) 0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”
1st Platoon Panzerfaust 30 10 10 - - -
Leutnant Michael Ballack (1d6)
3 x Rifle Squad (8 men each) Infantry Section 2 - - - -
Tank Hunters 6 - - - -
2nd Platoon
Stabsfeldwebel Thomas Hitzlsperger (1d6) MMG 2 2 2 1 1
3 x Rifle Squad (8 men each)

3rd Platoon
Unterfeldwebel Bernd Schneider (1d6)
3 x Rifle Squad (8 men each)

One squad from 1st Platoon is armed with SMG’s, and thus gets +1d6 at short range and –1d6 at
long range when firing, and the automatic weapons bonus in close combat. Each squad has one
Panzerfaust 30.

78
Scenario 8: Campoleone Railway Station
30th January 1944
On the left side of the beachhead, General Penney, with 1st (British) Division and General Harmon
with 1st (US) Armoured Division had been tasked with taking Campoleone and then Osteriaccia,
with their attack to begin on 28th January. The British plan was for 1st Division to advance straight
up the Via Anziate towards Campoleone, with the Grenadier and Scots Guards of 24th Guards
Brigade seizing the lateral track north of Dung Farm as the start line for 3rd Brigade to advance
through them to begin the assault on the town itself. Meanwhile, the American armoured division
would advance parallel to them on the left: hoping to avoid the worst of the ravines that criss-
crossed the terrain by moving to their start positions along a disused railway line before heading
through the stream-crossed, open ground and assaulting Campoleone from the west.

Unfortunately neither operation to establish a start line was very successful. On the afternoon of
28th January, the company commanders and intelligence/signals team of 5th Grenadier Guards
were driving up the Via Anziate heading for Dung Farm for the main Orders Group briefing prior to
that night’s attack. Unfortunately, they missed the iron gates signifying the turning into the farm,
and drove straight into a German outpost. Three of the company commanders were killed and
another captured. As a result of this disaster, the attack was postponed for twenty-four hours, and
the Grenadier Guards replaced by the Irish Guards in the plan to take the lateral road.

3 rd Panzer Grenadier
Division
SPOCCASSI
CAMPOLEONE CREEK

E
DG
RI
A
LAT
Dukes (30th Jan) KSLI (30th Jan)
LLE
VA Irish Gds (29 th Jan) Scots Gds (29th Jan)
Smelly PREFETTI
Farm
CREEK
ARDEA 65th Infantry
APRILIA
Division
(THE FACTORY)
CARROCETO

1 st (US) Armoured
Division (29 th then
FIC

MOLETTA RIVER 30 th Jan)


OC
CI
A
CR

BUON RIPOSO RIDGE “B


EE

OW
K

LIN
“DEAD END ROAD” G
AL
LE
Allied Front Line Y PADIGLIONE

“THE
FLYOVER”

CAMPOMORTO

79
Meanwhile, the Americans, had begun their advance with a reconnaissance-in-strength, led by
Colonel Kent A. Lambert, OC Combat Command A. As soon as they reached the Buonriposo
Ridge, however, at around noon on 29th January, they came under heavy artillery and machine gun
fire from the direction of Ardea. Swinging north to the railway track, they then ran straight into a
minefield also covered by heavy fire. Their infantry could not advance to clear the minefield
because of the weight of fire heading their way, their tanks could not advance to cover the infantry
because of boggy ground and the minefield itself. They spent an uncomfortable night awaiting
reinforcements on the edge of the open ground. The troops involved were Company B, 81st
Reconnaissance Battalion; Companies A & I of 1st Armoured Regiment; 1st Battalion, 6th
Armoured Infantry; and 91st Armoured Field Artillery Battalion.

The first British attack eventually began at 2300hrs on 29th January. On the right of the road, the
two left-hand companies of the Scots Guards (Companies B & C) hit a mined and wired in
roadblock; on the left, two companies (No 1 Company & No 2 Company) of the Irish Guards
advanced into “darkness criss-crossed with coloured tracer fire and lit here and there by burning
vehicles”, coming under heavy fire from German tanks and self-propelled guns. The only armour
available to help the Guards were five Shermans from 46th Royal Tank Regiment, and these were
all sent to assist the Scots. After fierce fighting both battalions achieved their objective, but with
severe casualties.

At dawn, however, the Germans counter-attacked, and the Irish Guards were forced to withdraw
under the cover of a divisional smoke barrage in the face of two Tiger tanks: only managing to even
receive the order to pull back through the efforts of radio operator Lance Corporal G. Holwell who,
under fire, dismantled and repaired his broken radio by torchlight before being killed by a shell
splinter. The Scots held on to their newly-gained position, but only because they had managed to
get reinforcements (an ammunition column and six anti-tank guns) through to their left hand
companies by using every man from their right hand companies withdrawn to Dung Farm and then
sent forward again as escorts. Even they had one of their companies on the right (Left Flank
Company) overrun by enemy troops: with only one officer returning, wounded, the next day.

The attack to secure a start line for 3rd Brigade would have to go in again. Launched by the third
company of the Irish Guards, supported by C Company from 1st King’s Shropshire Light Infantry
(KSLI), Shermans from 46th RTR and 3rd Battalion, 1st US Armoured Regiment, and M10’s from
the American 894th Tank Destroyer Battalion, the attack was successful: with the tired and battered
29th Panzer Grenadier Regiment finally forced to withdraw back to Campoleone.

Unbeknownst to the Allies, the Guards’ original attack had, in fact, almost broken through the
German line. One axis of the attack had fallen on a 2-mile gap between 3rd Panzer Grenadier
Division and 65th Infantry Division, defended only by a Leutnant Semrau; twenty men; two self-
propelled guns and a tank destroyer! Unfortunately for the Guards, the Germans had had time to
rush reinforcements forward, and the gap was plugged before the Allies could exploit it.

The way was now clear for 3rd Brigade’s attack. So, at around 1510hrs on 30th January, the 1st
Battalion, KSLI and 1st Battalion, Duke Of Wellington’s Regiment (the Dukes), supported by 46th
RTR, drove forward towards Campoleone itself: the KSLI on the right and Dukes on the left. After
two hours of fierce fighting, however, their advance was halted for the day. Although the KSLI had
done well, establishing themselves on a ridge overlooking the Campoleone railway station, the
Dukes had only managed to reach a point just south of the bridge that carried the railroad tracks
over the Via Anziate. What the British infantry really needed to break through the enemy defences
was the might of an American armoured division appearing on their left.

1st (US) Armoured Division was, however, unfortunately still having problems even getting to their

80
start line. The terrain they had to cross was really quite unsuitable for tanks: what looked like open
country was not only boggy (it had taken six hours to winch out some of the tanks that had bogged
down the day before) but was also criss-crossed with small streams running through steep-sided,
shallow valleys, often bramble-covered, that formed incredibly effective, natural anti-tank ditches.
The British troops christened these ditches wadis after the dry watercourses of North Africa, but
there was no real appreciation at Corps level as to just how bad things were for the tankers. Later in
the campaign, General Truscott was taken on a tour around the wadis by General Penney and, after
the visit, Truscott’s Chief of Staff rang Penney to tell him: “We know now what you’ve been
talking about. You need never mention those God-damn wadis again!”

As 1st Armoured Division began to move forward, led by five tank companies and the 6th
Armoured Infantry under Colonel Paul Steele, they came under fire from the German-held Vallelata
Ridge, and the same problems as the day before arose. The infantry, in their jeeps and half-tracks,
needed light and medium tank support to force the Germans from their positions, but the armour
kept having to halt at the edge of the ubiquitous wadis, irrigation ditches or minefields: turning
themselves into sitting ducks for the enemy anti-tank guns as they looked for a way forward.

As an example of what could happen, four American tanks got stuck in one particular irrigation
ditch. General Harmon ordered a recovery vehicle forward to free them, but it was destroyed by the
Germans. Four more tanks were sent to provide a covering force, and these were also destroyed.
Four more tanks followed them, and met the same fate. In all, Harmon lost twenty-four tanks and a
recovery vehicle trying to get over one obstacle.

By the end of 30th January, it was clear the Harmon was not going to be able to force his way
forward to attack Campoleone from the west. The British 3rd Brigade halted and dug-in for the
night. A different approach would have to be adopted on the morrow.

Introduction

This scenario follows troops from the Scots Guards and the KSLI as they drive towards
Campoleone on 29th/30th January 1944. The game will compress time and space a little and allow
the British a crack at the railway station just south of the town: something they did not achieve in
real life. It will also allow them another chance to exploit the fact that they begin the game faced
only by Leutnant Semrau and his twenty men.

Map & Terrain

The map represents the area around Campoleone Station, just south of Campoleone itself. The hills
are all low, shallow elevations that can provide cover but have no effect on movement. The main
north-south road is a good quality gravel track. The other solid black lines are dirt tracks that are
also in good condition. The dotted lines represent railway tracks which are on top of an
embankment which provides some cover to infantry hiding behind it, but silhouettes any troops
actually crossing it. The blue line with green lines next to it is a wadi: a ditch full of brambles. It is
impassable to all troops. The other green lines represent low, waist-high hedges that can easily be
pushed through but may provide some cover from spotting and, perhaps, a little cover from fire.

The buildings by the railway tracks are two or three storeys high, brick built, with windows along
each side. They all have flat roofs, and the Germans may have built sandbag emplacements on top
of them if they wish. The third one in from the west is the railway station itself. The other buildings
are the usual single-storey white-washed farmhouses, except for the circular one, which is a small
grain silo. The farmhouse on the western hill is surrounded by a low hedge.

81
Although this terrain looks denser than the maps for scenarios 1-7, it isn’t. All I have done
differently is actually marked on the low hills and folds in the ground.

Reinforcements

Both sides will receive reinforcements during the game. Neither side knows this, or what they will
receive. The reinforcements become available on the next appearance of the appropriate side’s
Blinds card after the nth appearance of the Turn Card, where n is the number in the Turn column on
the table, below.

Turn Side Reinforcements


3 British 2 x M4 Shermans (from 46th RTR)
4 German 2 x Tiger I (E)
5 German 1 x Infantry Platoon
7 British 2 x 6pdr AT Guns plus tows (from the Scots Guards)
8 British 2 x Infantry Platoon (from the KSLI)

Infantry platoons for either side should consist of three sections/squads of eight men each, led by a
1d6 Big Man, with the rank of Lieutenant/Leutnant.

Initial Dispositions

The Germans begin the game on table under concealed Blinds. They may be placed wherever the
German player wishes, and he should mark his positions on a copy of the map before the battle
begins. Make sure he realises that the Allies will be attacking from the south. They are dug-in:
either in trenches or works covered with camouflage netting; or fortified within buildings. The
German tanks and self-propelled guns may be in the shell of a building i.e. they have been driven
into the building and will fire out of windows or doors whilst behind the protection of the building’s
walls. All German troops that start the game on the table should be considered as extremely well
dug-in.

The German reinforcements enter the table under Blinds (one for the Tigers, one for the platoon of
infantry) from the western edge along the track by the railway line. The platoon of infantry may be
within trucks if wanted.

All British infantry enter the table from the south-west corner, anywhere on the edge of the top
contour. All British vehicles enter the table from the south along the main north-south road. All
British troops will enter the table under Blinds: they have eight available, of which up to three may
be False. Up to three Blinds may enter the table at any one time.

The first British reinforcements will enter the table under Blinds (one for the Shermans, one for the
AT guns) from the south along the main north-south road. The British infantry reinforcements may
enter the table under Blinds (three are available, of which one may be False) anywhere along the
southern edge.

Objectives and Victory Conditions

The British objective is to defeat all German opposition on the table in order to provide a jump-off
point for an attack on Campoleone. They therefore win a victory if, at the end of the game, they

82
hold the three buildings along the track by the railway line i.e. Campoleone railway station and the
two buildings immediately to the west. Any other result is a loss.

The German objective is to hold as much ground as possible. They therefore win a victory if, at the
end of the game, they hold the three buildings that are the British objective AND the farmhouse
surrounded by a hedge. If they hold the three buildings but not the farmhouse, they have achieved a
draw. It is therefore possible for the British to lose the game and the Germans to achieve only a
draw!

Special Rules

Although this scenario takes place at night, the Germans constantly illuminated the battlefield with
star shells and flares. At the beginning of each turn, roll a d6. On a roll of 1-4, German
illuminations mean that the turn is treated as if in daylight. On a roll of 5-6, the turn takes place
during a phase where no German illuminations are lit, and the following ‘fighting in darkness’ rules
apply:

• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon
it, or is shining a light itself) in which case the roll is at +3.
• All fire outside short range is shifted one column to the right.
• Distances for visibility are halved at night. Illuminated targets, however, should be visible
from distances longer than the wargaming table, although terrain features will obscure vision
as normal.

German off-table artillery support must be called in by the senior Big Man on the table, using his
whole turn to do so. At the same time that they mark the positions of their men on a copy of the
map, the Germans are also allowed to mark up to three pre-zeroed-in locations. Artillery strikes
directed at any of these locations arrives on the next appearance of the Turn Card with no deviation.
Artillery strikes directed at any other location arrives on the third appearance of the Turn Card, with
3d6 deviation. Any Big Man that can see where the shells fall may act as an FOO, correcting the
aiming point by 1d6” each turn they spend doing so.

The British carriers fire with 2d6. The men on board can be dismounted, with the troops either
acting as up to four independent four-man sections, or combining into up to two eight-man sections.

The German Armoured Support Bonus Fire allows any of the vehicles from the Armoured Support
Platoon an extra shot.

Notes

The Big Men from the Scots Guards are all actual guardsmen who became casualties during the
Anzio operation. The fictional German Big Men are famous German scientists.

83
The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Turn Card Big Man x 5 Big Man x 3
Company HQ Sniper
1st Platoon Company HQ
2nd Platoon 1st Platoon
3rd Platoon Armoured Support
Carriers Off-Table Artillery
Skirl of the Pipes Armoured Support Bonus Fire
Vehicle Breakdown MMG Bonus Fire
Rally Rally
Dynamic Commander Dynamic Commander
Add for Reinforcements 1 Heroic Commander
Shermans Add for Reinforcements 1
Add for Reinforcements 2 Tigers
Anti Tank x 2 Rapid Deployment
AT Bonus Fire Add for Reinforcements 2
Add for Reinforcements 3 Big Man
Big Man x 2 2nd Platoon
4th Platoon Rally
5th Platoon

84
Scenario 8: Map

85
Scenario 8: British Briefing
You are Major Christopher Fletcher of the 1st Battalion, Scots Guards, part of 24th (Guards )
Brigade. It is January 1944, and you are one element of the force that has invaded the Anzio region
in Italy in an attempt to get behind the German Gustav line and break the deadlock that has
paralysed any advance up the Italian boot.

Once landed, however, for some inexplicable reason the powers that be decided it was best not to
immediately advance inland, but to consolidate the beachhead instead. Well, that was not exactly a
clever move, because although the Padiglione Wood was enchantingly pretty, it gave Jerry a chance
to ship in vast numbers of reinforcements...a chance he seems to have grabbed with both hands!

Your battalion, together with the Micks on your left, has been tasked with leading the advance
towards Osteriaccia. First move is to establish a start line just north of Smelly Farm that will allow
the Dukes and Shropshires to attack Campoleone through your lines. Your target is therefore the
Campoleone railway station, just south of the town itself.

Your initial advances have been against strong opposition, however, and things are already looking
a bit sticky. Fortunately, Brigade HQ have apparently released our heavy friends to assist you, so
you can look forward to armoured support in the near future. In the meantime, your boys are raring
to go...

Map & Terrain

The map represents the area around Campoleone Station, just south of Campoleone itself. The hills
are all low, shallow elevations that can provide cover but have no effect on movement. The main
north-south road is a good quality gravel track. The other solid black lines are dirt tracks that are
also in good condition. The dotted lines represent railway tracks which are unfortunately on top of
an embankment. The blue line with green lines next to it is a wadi: a ditch full of brambles. The
other green lines represent low, waist-high hedges that can easily be pushed through but may
provide some cover from spotting and, perhaps, a little cover from fire.

The buildings by the railway tracks are two or three storeys high, brick built, with windows along
each side. The third one in from the west is the railway station itself. The other buildings are the
usual single-storey white-washed farmhouses, except for the circular one, which is a small grain
silo. The farmhouse on the western hill is surrounded by a low hedge.

Initial Dispositions

Your infantry enter the table from the south-west corner, anywhere on the edge of the top contour.
Your vehicles enter the table from the south along the main north-south road. All troops will enter
the table under Blinds: you have eight available, of which up to three may be False. Up to three
Blinds may enter the table at any one time.

Objectives and Victory Conditions

Your objective is to defeat all German opposition on the table in order to provide a jump-off point
for an attack on Campoleone. You therefore win a victory if, at the end of the game, you hold the
three buildings along the track by the railway line i.e. Campoleone railway station and the two
buildings immediately to the west. Any other result is a loss.

Special Rules

86
Although this scenario takes place at night, the Germans are constantly illuminating the battlefield
with star shells and flares. You will therefore fight some of this battle in darkness and some of it
horribly silhouetted against the landscape!

Your carriers fire with 2d6. The men on board can be dismounted, with the troops either acting as
up to four independent four-man sections, or combining into up to two eight-man sections.

You have called for reinforcements, but it’s anyone’s guess when they will arrive!

C Company, 1st Battalion Scots Guards & Supports

Company HQ
Major Christopher Fletcher* (1d6)
1 x Rifle Section (8 men)
1 x MMG (3 crew)

1st Platoon
Captain Anthony Melville Balfour* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

2nd Platoon
Lieutenant Christopher Henry Beaumont Pease* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

3rd Platoon
Company QM Sergeant John E. Morrison* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

Carriers
Sergeant Robert Alexander Doig* (1d6)
4 x Universal Carrier (each with 4 men and an LMG)

Troops/Dice 0 1 2 3 4 0- 4- 8- 12- 16-


Infantry AT 4” 8” 12” 16” 24”
Scots Guards 1, 2 3 4 5, 6 7, 8
KSLI 1, 2 3 4 5, 6, 7 8 PIAT 6 6 6 - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

Weapon Strike
Vehicle AC Weapon Calibre Speed
M4 Sherman 6 7 75mm Average 6lb AT Gun 6

87
Scenario 8: German Briefing
You are Leutnant Semrau of 29th Panzer Grenadier Regiment of 3rd Panzer Grenadier Division. It
is January 1944 and up to about a week ago, your Eastern Front veterans had been basking in the
weak Italian winter sunshine as part of the force defending the Gustav Line: the defensive position
currently preventing the Amis and their British allies from marching up Italy’s boot. All that
changed when the Allies landed an invasion force near somewhere called Anzio: threatening both
your rear and Rome itself. Within hours, you were on the move: rushed from your reserve positions
straight into the hastily formed ring of troops containing the enemy beachhead.

Much to everyone’s surprise, however, the Allies made no immediate attempt to move inland after
their landing. Even more surprising is that they have failed to even send out probes to occupy the
key nodes that would allow them to do unopposed. Very strange: you wouldn’t catch those accursed
Soviets being so passive!

Now, however, it looks like the Allies have decided that it is time to begin their attack.. A few days
ago, they managed to capture the village of Carroceto and the town of Aprilia. Their next target
must therefore be Campoleone, and after that Osteriaccia. Your small troop of men have been
assigned to defend the area around Campoleone railway station, positioned a couple of miles south
of the town itself. You are uneasy about the situation, well aware that you are on the extreme right
of 3rd PG Division’s position, and that there seems to be a wide gap between where you are and
where 65th Infantry Division’s lines begin.

Battalion HQ now report that other parts of the line are under attack. Star shells are fired,
illuminating the landscape in front of you. Now you can see movement: khaki-clad figures carefully
moving forward. It begins…

Map & Terrain

The map represents the area around Campoleone Station, just south of Campoleone itself. The hills
are all low, shallow elevations that can provide cover but have no effect on movement. The main
north-south road is a good quality gravel track. The other solid black lines are dirt tracks that are
also in good condition. The dotted lines represent railway tracks which are on top of an
embankment. The blue line with green lines next to it is a wadi: a ditch full of brambles. It is
impassable to all troops. The other green lines represent low, waist-high hedges that can easily be
pushed through but may provide some cover from spotting and, perhaps, a little cover from fire.

The buildings by the railway tracks are two or three storeys high, brick built, with windows along
each side. They all have flat roofs, and you can have built sandbag emplacements on top of them if
you wish. The third one in from the west is the railway station itself. The other buildings are the
usual single-storey white-washed farmhouses, except for the circular one, which is a small grain
silo. The farmhouse on the western hill is surrounded by a low hedge.

Initial Dispositions

You begin the game on table under concealed Blinds. Your troops may be placed wherever you
wish, and you should mark your positions on a copy of the map before the battle begins. Remember
that the Allies will be attacking from the south. Your men are dug-in: either in trenches or works
covered with camouflage netting; or fortified within buildings. Your tanks and self-propelled guns
may be in the shell of a building i.e. they have been driven into the building and will fire out of
windows or doors whilst behind the protection of the building’s walls. All German troops that start
the game on the table should be considered as extremely well dug-in.

88
Objectives and Victory Conditions

Your objective is to hold as much ground as possible in order to prevent the enemy establishing a
start line for an assault on Campoleone. You therefore win a victory if, at the end of the game, you
hold the three buildings along the track by the railway line (i.e. Campoleone railway station and the
two buildings immediately to the west) AND the farmhouse surrounded by a hedge. If you hold the
three buildings but not the farmhouse, you will only achieve a draw.

Special Rules

Although this scenario takes place at night, your off-table artillery are constantly firing star shells
over the battlefield, and your individual units also have access to flares. You will therefore fight
some of this battle in darkness and some of it with the enemy beautifully silhouetted against the
landscape!

Your off-table artillery support must be called in by the senior Big Man on the table, using his
whole turn to do so. At the same time that you mark the positions of your men on a copy of the
map, you may also allowed to mark up to three pre-zeroed-in locations. Artillery strikes directed at
any of these locations arrives on the next appearance of the Turn Card with no deviation. Artillery
strikes directed at any other location arrives on the third appearance of the Turn Card, with 3d6
deviation. Any Big Man that can see where the shells fall may act as an FOO, correcting the aiming
point by 1d6” each turn they spend doing so.

You have desperately called for reinforcements, and have been told that they are on the way. God
knows when they will arrive!

Elements of 29th Panzer Grenadier Regiment

Company HQ Troops/Dice 0 1 2 3 4
Leutnant Semrau* (1d6)
Infantry 1, 2, 3 4 5 6, 7 8
1 x MMG (3 crew)
1 x Sniper

1st Platoon
Unterfeldwebel Hans Geiger (1d6)
2 x Rifle Squad (8 men each)
0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”
Armoured Support
Unterfeldwebel Gustav Hertz (1d4)
MMG 2 2 2 1 1
2 x Hummel SP Gun
1 x StuG III (G) Infantry Section 2 - - - -

Off-Table Artillery Support


You may call in fire from six 81mm Mortars.

Vehicle AC Weapon Calibre Speed


Hummel 3 8 150mm Average
StuG III (G) 6 8 75mm Average
Tiger I (E) 11 11 88mm Slow
89
Scenario 9: Towards the Vallelata Ridge
31st January 1944
The British and American forces renewed their thrust towards Campoleone on the morning of 31st
January 1944. The 2nd Battalion, Sherwood Foresters, the only uncommitted battalion in 3rd
Brigade, pushed through the Dukes and the KSLI and at around 1030hrs, supported by Shermans
from 46th RTR, attempted to drive up and over the railway embankment, capture the railway
station, and then drive into the town. A & C Companies would take the line of the railway track,
and B & D Companies would capture the station itself. Unfortunately, the Germans (29th Panzer
Grenadier Regiment) had reinforced their positions overnight with two extra battalions of infantry,
six Panzer IV tanks, and three 88mm guns. Although A and C Companies both got over the railway
line (C Company through a culvert; A Company over the top) within ten minutes 265 Foresters and
fourteen tanks had become casualties, and the attack was halted almost before it began.

The Foresters withdrew to regroup, and plans were made to soften up the enemy defences before
another attempt was made. In the early afternoon, 2nd Battalion, 1st (US) Armoured Regiment
launched an attack up the Via Anziate, but their Shermans were halted at the line of the railway
embankment: the tanks being picked off as they crested the rise by enemy fire from fortified houses
some 700 yards to their front. As Wynford Vaughan-Thomas said: “Nothing is more vulnerable

3rd Panzer Grenadier


Division
SPOCCASSI
CAMPOLEONE CREEK

E
IDG 2nd Sherwood
R
TA O Foresters
LA L FIC & Supports
E
LL O DE
A
V MP
CA Smelly PREFETTI
Farm
CREEK
ARDEA 65th Infantry
APRILIA
Division
(THE FACTORY)
CARROCETO

1st Bttn 6th Armrd Intry


st
1 Armrd Regt & Supports
FIC

MOLETTA RIVER
OC
CI
A
CR

BUON RIPOSO RIDGE “B


EE

OW
K

LIN
“DEAD END ROAD” G
AL
LE
Allied Front Line Y PADIGLIONE

“THE
FLYOVER”

CAMPOMORTO

90
than a tank slowly crawling over a steep embankment—with its gun lifted in the air and its belly
exposed to the anti-tank gunner.”

After a preliminary artillery barrage from the whole of 1st Division’s artillery, the remaining
Foresters had another go. The result was the same: although the B and D Companies got over the
railway embankment to within 300 yards of the German positions, they were turned back by heavy
small arms, mortar and self-propelled gun fire. By late afternoon, Penney had called off the attack
and the Germans still held Campoleone. The Sherwood Foresters, who had begun the day with 35
officers and 765 other ranks, now mustered only eight officers and 250 other ranks. No company
numbered more than forty men, one was down to twenty. Their CinC, the Adjutant and all company
commanders had become casualties: A Company was now commanded by an NCO, as all the
officers were dead or wounded.

Meanwhile, the rest of 1st (US) Armoured Division resumed their attempt to drive into Campoleone
from the west. On the morning of 31st January, 1st Battalion, 1st Armoured Regiment, under Major
William R. Tucker, turned left: fanning out over the rise south of the Campo del Fico Creek looking
for ways to cross the various streams and ravines blocking their path. Almost immediately, they ran
into German machine gun positions: but these they overran, also defeating a counter-attack from
German infantry, killing an estimated 175 of them.

A platoon of Stuarts from C Company, commanded by 1st Lieutenant Olin Dyer, found a crossing
over the next gully, charged up the ridge, and overran three mortar positions and a 75mm infantry
gun. Dyer’s tank was then set on fire by a shot from a German self-propelled gun, but the gun was
then blown up by another tank from his platoon. Two Panzer IVs then appeared, but were destroyed
by gunner Everett B. Perrien and his 37mm anti-tank gun. The battalion then continued their
advance, but hit the main German defences and were halted by anti-tank gun and heavy artillery
fire, with the latter not so much damaging the tanks (anything but a direct hit would just sent
shrapnel rattling off the buttoned-up tanks’ armour) as affecting the morale of their crews.

At the same time as the above, 6th Armoured Infantry had resumed their attempt to get to the
railroad bed that had been the previous day’s first objective. The infantry advanced first, as their
accompanying armour was still held up by the terrain, but ran into German heavy machine gun fire
from various fortified farmhouses. Although these were suppressed when the armour did eventually
arrive, the railway bed was found to be well-covered by German anti-tank and artillery fire, and
blocked by a particularly large minefield. In all, the Americans only managed to gain around 500
yards and, at the end of the day, the advance was halted.

By close of play on 31st January, the Allies had failed to break through to Campoleone, let alone
take Osteriaccia. The 1st (US) Armoured Division, designed to take ground not to hold it, was
withdrawn into Corps reserve, replaced by British troops from 24th (Guards) Brigade (the remnants
of the Scots and Irish Guards). The Allies now held a “pencil point” salient poking towards
Campoleone: its exposed flanks obvious to anyone who even glanced at a map.

Introduction

This scenario will represent the actions of the 1st (US) Armoured Division as it attempts to find a
way to assault Campoleone from the west. It should make for a somewhat unusual game: featuring
large numbers of American tanks verses a more combined arms German force. As with the last
scenario, it will feature a series of reinforcement forces for both sides.

Note that gamers who wish to continue to cover the British attempts to take Campoleone can use
the map from Scenario 8 and have a British infantry company, supported by a platoon of either

91
British or American Shermans, assaulting a full company of German infantry supported by Panzer
IVs and 88mm guns.

Map & Terrain

Do not give the American player a copy of the map prior to the start of the game. All he knows is
that his men are advancing towards the western end of the Vallelata Ridge in an attempt to find a
way to assault Campoleone from the west. The red arrows that appear on the map are where the
various reinforcements will arrive. Note that the German player will be told that all arrows represent
where his reinforcements arrive, which should make the arrival of Lieutenant Dyer and his Stuarts a
pleasant surprise!

The terrain should be dominated by two ridges running across the table. The ridges are passable by
infantry and tracked vehicles, but count as rough terrain. The brown slash between the ridges is a
steep-sided gully impassable to all troops. The numbered black semi-circles are earth and sandbag
gun emplacements that give good cover from machine gun and small-arms fire, and some cover
from mortars and heavier weapons. The green patches are low shrubs that give very little cover to
infantry sheltering behind them. The blue line is a small, shallow stream.

Reinforcements

Both sides will receive reinforcements during the game. Neither side knows what they will receive.
The reinforcements become available on the next appearance of the appropriate side’s Blinds card
after the nth appearance of the Turn Card, where n is the number in the Turn column on the table,
below. Each set of reinforcements will appear under a single Blind.

Turn Side Where Reinforcements


3 German A 1 x Platoon of Infantry
4 American B 4 x M5A1 Stuart Tanks with 1st Lt. O. Dyer (1d4+1)
5 German C 1 x Hummel SP Gun
7 German A 2 x Panzer IV (H) Tanks

The German infantry platoon consists of three squads of eight men each, led by a 1d6 Big Man,
with the rank of Leutnant. Each squad has two Panzerfaust 30’s.

Initial Dispositions

The initial US force will enter the table under Blinds from the east. They have six Blinds available,
up to three of which may be False.

The initial German force begins the game on table under concealed Blinds i.e. don’t even put the
emplacements onto the table until they are either spotted by the Americans or reveal their positions
by opening fire. The MMG Platoon is positioned in emplacements 1-3; the Mortar Platoon and
Infantry Gun are in emplacements 4-7. Oberfeldwebel Brecht and the sniper can be positioned
wherever the German player wishes.

Objectives & Victory Conditions

The US objective is to move across the table, clearing any enemy from in front of them, so that they
can exit the western edge in order to continue their drive around the western flank of the German
92
defenders at Campoleone. To win the game, therefore, they must exit at least nine of their fourteen
tanks off the western edge of the table. They may achieve a draw if they exit at least six tanks,
Captain Hunter and an M3 Halftrack off the western edge of the table.

The German objective is simple: prevent their enemy from winning by destroying six or more of the
American tanks; prevent their enemy from achieving a draw by destroying nine or more of their
tanks and/or killing Captain Hunter and neutralising the halftracks.

Notes

US Big Men are all American crime writers except of course for Lt. Dyer, who is historical.
German Big Men are all famous German writers. Oberfeldwebel Brecht’s introduction is indeed full
of quotes from the man himself.

The American 37mm gun acts under its own card. The rest of the American infantry, including the
bazooka team, acts under the Infantry HQ card.

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Turn Card Big Man x 4 Big Man x 4
Company HQ MMG Platoon
1st Platoon Mortar Platoon
2nd Platoon Infantry Gun
Infantry HQ Sniper
Anti- Tank Gun MMG Bonus Fire
Armoured Bonus Move Mortar Bonus Fire
Rapid Deployment Rally
Vehicle Breakdown Add for 1st Reinforcements
Dynamic Commander Big Man x 1
Add for Reinforcements 1st Platoon
Big Man x 1 Dynamic Commander
3rd Platoon Add for 2nd Reinforcements
Reconnaissance Force Hummel
Heroic Leader AT Bonus Fire
Add for 3rd Reinforcements
Panzer IV Platoon

93
Scenario 9: Map

N
C

4 5
B 6 7

1 2
3

94
Scenario 9: US Briefing
You are Captain Robert B. Parker of the 1st Battalion, 1st Armoured Regiment of 1st (US)
Armoured Division. That’s a lot of firsts, and you intend to add one more to the list by being the
first US troops to enter Campoleone!

It is January 1944, and Old Ironsides is part of the force sent to outflank the German Gustav Line
through an amphibious invasion at Anzio. Campoleone is a small town north of Anzio, and has
proved a real pain to capture. 1st Armoured’s role is to attack the left, or western side, of the town
whilst the Brits attack from the front. Trouble is, Campoleone is full of Germans, and they don’t
want to let it go!

Not only is Campoleone full of Germans, but it’s surrounded by terrain that is definitely not tank
friendly. What looks like flat ground from the recon photos is actually a landscape comprised of
either boggy ground or rocky ravines. Oh, and the Germans have planted minefields everywhere as
well. Add in the fact that the enemy control the high ground on the Vallelata Ridge and seem to
have sighted every anti-tank gun they possess there, and it’s unsurprising that yesterday your
colleagues in the 6th Armoured Infantry couldn’t even make their start line.

Today, your company has been assigned the task of finding a way around the western edge of
Campoleone: driving towards the Vallelata Ridge in an attempt to find a way through the harsh
terrain so that you can get on with doing what you are good at: mullering Germans!

Map & Terrain

You have no map of the battlefield available to you. All you know is that you are trying to find a
way through very rocky ground covered with ridges and ravines.

Initial Dispositions

You will enter the table under Blinds from the east. You have six Blinds available, up to three of
which may be False.

Special Rules

You have lost contact with Lieutenant Dyer and 3rd Platoon: the rocky ground must be interfering
with your radio transmissions. You will start the game without them.

Objectives & Victory Conditions

Your objective is to move across the table, clearing any enemy from in front of you, so that you can
exit the western edge in order to continue your drive around the western flank of the German
defenders at Campoleone.

To win the game, therefore, you must exit at least nine of your fourteen tanks off the western edge
of the table. You achieve a draw if you exit at least six tanks, Captain Hunter and an M3 Halftrack
off the western edge of the table.

95
Elements of 1st Battalion, 1st Armoured Regiment

Company HQ
Captain Robert B. Parker (1d4)
2 x M4 Sherman

1st Platoon
1st Lieutenant Dashiell Hammett (1d4)
4 x M4 Sherman

2nd Platoon
1st Lieutenant Raymond Chandler (1d4)
4 x M4 Sherman

3rd Platoon (attached from C Company)


1st Lieutenant Otis Dyer* (1d4+1)
4 x M5A1 Stuart

Attached Infantry HQ
Captain Evan Hunter (1d6)
2 x Rifle Squad
1 x M6 37mm AT Gun (4 crew)
1 x Bazooka Team (2 crew)
3 x M3 Halftrack

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average
M5A1 Stuart 4 4 37mm Fast
M3 Halftrack 2 HMG n/a Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1
HMG 3 3 2 2 1

Weapon Strike
37mm AT Gun 4

96
Scenario 9: German Briefing
You are Oberfeldwebel Bertolt Brecht of the 65th Infantry Division. It is January 1944 and you are
part of the force that has thrown a ring of steel around the Allied beachhead at Anzio. Over the last
week or so, the enemy has done no more than probe towards your lines. Now, however, it looks as
if a major attack is underway. Perhaps they have finally found a General with some Bälle! As the
maxim goes: there are many elements to a campaign: leadership is number one, everything else is
number two.

Yesterday a large force of enemy armour moved across the front of your positions. You and your
men enjoyed the sight of the anti-tank guns positioned on the Vallelata Ridge, behind you, playing
havoc with them: the plumes of black smoke marking the demise of tank after tank. Today the same
thing seemed to be happening but, about an hour ago, Battalion HQ rang you to let you know that a
column of enemy armour had been spotted heading for your positions. War is like love: it always
finds a way.

As you have little anti-tank capability, you have called for reinforcements, secretly hoping the Amis
will bypass the ridge you are on. Unfortunately you realise that this is unlikely to happen. As your
old grandmother used to say: unhappy the land that is in need of heroes!

Map & Terrain

The terrain is dominated by two ridges running across the table. The ridges are passable by infantry
and tracked vehicles, but count as rough terrain. The brown slash between the ridges is a steep-sided
gully impassable to all troops. The numbered black semi-circles are well camouflaged earth and
sandbag gun emplacements that give good cover from machine gun and small-arms fire, and some
cover from mortars and heavier weapons. The green patches are low shrubs that give very little
cover to infantry sheltering behind them. The blue line is a small, shallow stream. The red arrows
that appear on the map are where your various reinforcements will arrive.

Initial Dispositions

Your initial force begins the game on table under concealed Blinds. The MMG Platoon is
positioned in emplacements 1-3; the Mortar Platoon and Infantry Gun are in emplacements 4-7.
Oberfeldwebel Brecht and the sniper can be positioned wherever you wish.

You will receive reinforcements throughout the game. What these will be, and exactly where they
appear is anyone’s guess!

Objectives and Victory Conditions

Your objective is simple: hold your ground and prevent any enemy troops from getting through
your positions. If you cannot hold your positions, then you may retreat, but be aware that your
opponent wins the game by getting a certain amount of his men off the western edge of the table.
For you to be sure of winning the game, therefore, you must destroy as much of the enemy force as
possible.

97
Support Elements of 65th Infantry Division

Position HQ
Oberfeldwebel Bertolt Brecht (1d6)
1 x Sniper

MMG Platoon
Obergefreiter Thomas Mann (1d6)
3 x MMG (3 crew each)

Mortar Platoon
Obergefreiter Hermann Hesse (1d4)
3 x 81mm Mortar (3 crew each)

Gun Section
Gefreiter Friedrich Schiller (1d4)
1 x 75mm Infantry Gun (5 crew)

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5 6, 7 8

Vehicle AC Weapon Calibre Speed


Hummel 3 8 150mm Average
Panzer IV (H) 6 8 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Panzerfaust 30 10 10 - - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

Weapon Strike
75mm Infantry Gun 4

98
Scenario 10: Highway 7
31st January 1944
Daylight on 31st January saw the 3rd (US) Division renew its attack on Cisterna. In the morning,
4th Rangers finally cleared the road below Isola Bella: linking up with 15th Infantry Regiment,
which had taken the village the day before. The Rangers, aided by two Shermans and two Priests,
crept forward using irrigation ditches as cover, and took the last few houses blocking the road by
close assault. Any remaining Germans were polished off with the assistance of the Stuart tanks from
D Company, 751st Tank Battalion.

The 7th and 15th Infantry Regiments had taken the morning to regroup and resupply. Their attacks
would be preceded by an artillery barrage (divisional artillery and attachments fired 1,216 fire
missions, 630 of them observed, during 31st January); attacks from the air (although bad weather
prevented all but the laying of a smoke screen from taking place); and screening white phosphorous
fire from the 84th Chemical Battalion. Opposite them, the Herman Göring Panzer Division, holding
CREEK
the area around Cisterna, had
SPOCCASSI
st
71 Infantry HI already been bolstered with
GH
PREFETTI
CREEK
Division W
AY mobile reconnaissance battalions
7
(the only troops quick enough to
be sent across the front fast
Pa
nz

enough to do any good) from


26 isi
er
He

th
Div

CARANO
rm

CREEK
CISTERNA other, nearby divisions.
an
7 th

on
nG

PONTE
Unfortunately for the Americans,
1 st/

CARANO
ROTTOth
oe

LE MOLE st /30
the 31st also saw the arrival of
rin

CREEK 1
/15 th

gP

2 nd/7 th ISOLA the leading armoured elements


an
2 nd

CROCETTA BELLA th
rd /15
ze

3 of 26th Panzer Division from the


rD

PADIGLIONE
PONTONO CISTERNA
Adriatic front: the ring of steel
ivis

CREEK CREEK
HGPD
ion

WEST around the beachhead had just


H
TC

BRANCH
grs

got stronger.
DI

MUSSOLINI
O

th
Rn
ON

/15
CANAL
NT

Hermann Goering

st
4 th
PO

CAMPOMORTO 1
On the right, the US 15th
Infantry Regiment launched their
LE FERRIE attack in the afternoon: with the
SE

fresh 2nd Battalion driving


SS
AN Panzer Division

CONCA
through 3rd Battalion straight up
O

RA
ILW
AY
BE
D the Cisterna road. Faced by
hastily reinforced troops from
BORGO the Herman Göring Panzer
PIAVE
Division, by nightfall the
battalion had managed to
advance just one mile, half the
LITTORIA distance to Cisterna, but had
MUSSOLINI
CANAL
taken out three German tanks
and an assault gun.
BORGO
SABOTINO
Behind the 2nd Battalion, 3rd
Battalion, advancing from Isola
VALMONTORIO
Bella laterally to the east
towards the Cisterna-Littoria
road, was counter-attacked by
seven German tanks from

99
Cisterna. The situation rapidly became critical as the battalion had lost all but one of its four
attached M10 Tank Destroyers (from B Company, 601st Tank Destroyer Battalion) the day before,
but was saved by the accurate shooting of the last M10, commanded by Sergeant W.E. Nesmith,
who drove the enemy tanks off almost single handed.

Meanwhile 1st Battalion, who had also been moving towards the Cisterna-Littoria road, had been
hit in the right flank by a German counter-attack. With two M10’s and a Sherman knocked out
almost immediately, the ferocity of the attack drove 1st Battalion back almost 1,000 yards. As
darkness fell on 31st January, the three somewhat battered battalions of 15th Infantry dug in to their
new positions.

On the left, the 1st Battalion, 30th Infantry Regiment, under Major Oliver G. Kenny, had been
brought up from divisional reserve to add punch to 7th Infantry’s renewed attack. Before it could
even reach its start line at Ponto Rotto, however, it was counter-attacked by fourteen German tanks
(some of them Tigers) driving down the road from Cisterna. The Americans reacted quickly:
bringing up their supporting Shermans and a platoon of tank destroyers (from 751st Tank and 601st
Tank Destroyer Battalions), and caught the Germans in column on the narrow road, unable to
deploy properly because of the boggy ground on either side. Five German tanks were destroyed
before the rest were driven off by artillery fire from the 9th Field Artillery Battalion. The 1st/30th
then renewed their attack behind a massed strike from the divisional artillery, but were unable to
advance more than about half a mile before darkness forced it to halt for the night and dig in.

Meanwhile, on the left, the 1st Battalion of 7th (US) Infantry Regiment, under Major Frank Sinsel,
tried once again to move forward and cut Highway 7 north of Cisterna. Individual farmhouses were
blasted by heavy mortars and supporting armour, and a group of about 150 Germans surprised and
taken prisoner. Unfortunately the advance was halted at the line of the railroad, when the battalion
hit the main German defensive line. As the bridge over the cutting holding the railway track had
been blown, the supporting tanks could not get close enough to get clear shots at the German strong
points and fortified farmhouses, and the battalion was forced to withdraw about 400 yards south to a
reverse slope and dig-in for the night.

At dawn on 1st February, 1st Battalion, 30th Infantry Regiment renewed their attempt to reach
Cisterna. It advanced to the Pantano Ditch, within a mile of the western edge of the town, before
being halted by a well-targeted enemy artillery barrage. The Germans, seeing that the American
assault had stalled, launched an immediate counterattack: sending a battalion of infantry supported
by tanks and artillery forward in an attempt to hit the 1st/30th before it could withdraw to regroup.
Private (First Class) Alton W. Knappenberger, of Company C, won the Congressional Medal of
Honour by crawling forward to a small hill with a Browning Automatic Rifle and held up the
advance of the two leading German companies for two hours until a lack of ammunition (for a
second time: the first time he ran out of ammo, he crawled forward and replenished his supply from
a casualty) forced him to withdraw. During that time, he neutralised two enemy machine guns and a
20mm Flakpanzer, as well as fighting off various infantry attacks on his position. The 1st/30th held
their position until the early afternoon, when they were ordered to withdraw to their original start
line near Ponto Rotto and dig in.
Back on the left, meanwhile, the Germans were making every effort to drive back the 1st Battalion,
7th (US) Infantry Regiment. After fighting off a German counterattack, the battalion had been
bombarded all through the night of 31st January/1st February: any momentary relief from falling
shells being spent dealing with infiltration attempts by enemy snipers and machine gun teams. The
Germans counterattacked again during the morning of 1st February, using elements from the newly
arrived 71st Infantry Division, and by the time the battalion was relieved by 2nd Battalion that
night, Major Sinsel’s men were almost out of ammunition, Company C had been reduced to sixteen
men, and Company A to eighteen. At dawn on 2nd February, the relieving 2nd Battalion were
attacked by 26th Panzer Division: a thrust repelled only with the help of supporting tanks, tank
100
destroyers and artillery after three hours of bitter fighting. The 26th Panzer Division renewed their
assault in the early afternoon, but were driven back again.

On the right, on 1st February, 15th Infantry Regiment made a third attempt to secure 3rd Division’s
right flank, but were again repulsed by well dug-in troops from the Herman Göring Panzer
Division.

By the evening of 1st February, it had become obvious that 3rd Division was not going to be able to
take Cisterna. Worse, the Germans were growing in strength every day and, with the arrival of 71st
Infantry and 26th Panzer Divisions, were actually threatening to outnumber the Americans. The
Allied advance had expected to hit a relatively weak, mobile enemy force, but had actually run into
a strong enemy behind well-prepared positions. 3rd Division was ordered onto the defensive and
began hastily digging in: it could at least hold the ground that it had gained.

Introduction
This scenario will focus on 1st Battalion, 7th Infantry Regiment’s attempt to cross the railway line
that forms the main line of German defences in front of Highway 7 west of Cisterna. Historically,
the 1st/7th were unable to get their armour across the cutting holding the railway line because the
Germans had blown the only bridge, but we are going to change history and have the German
charges fail to go off: allowing the Americans a chance to capture the bridge intact. As the Germans
will be attempting to destroy the bridge with off-table artillery fire, it will be a race against time for
the American forces.

Map & Terrain


The dotted line crossing east to west is the railway track, which is at the bottom of a steep-sided
cutting impassable to all vehicles. Infantry use one initiative dice to climb down into the cutting,
and two initiative dice to scramble up out of it again. Movement along the cutting is not penalised.

The main roads forming a cross are good quality gravel surfaces. The smaller tracks are good
quality dirt surfaces. The buildings shown are whitewashed farmhouses that have been loop-holed
and otherwise prepared as defensive strong points. The contours are shallow, as is the small stream.
There is little cover on the table: just the usual smattering of patchy scrub and folds in the ground.

Initial Dispositions
The American forces will enter the table along its southern edge. Vehicles must enter the table
along the road, infantry may enter wherever they wish. They have nine Blinds at their disposal, up
to four of which may be False.

The German forces begin the game in defensive positions in and around any of the four farmhouses
north of the railway cutting. They begin the game under concealed Blinds. Those troops not actually
in the farmhouses can be considered as being in camouflaged trenches and weapons pits; vehicles
are hull down.
Note that you should make sure the German player is aware that if he retreats his troops so that they
are behind the farmhouses rather than in them, they are effectively out of sight from the south and
therefore can’t be shot at with direct fire. Remember that historically the Americans could make no
progress because they couldn’t get their armour over the cutting to suppress the farmhouses at point
blank range before sending in their infantry to clear them. In this scenario, we’re giving the US
troops the chance to do so: provided they do it before the German off-table artillery blows the
bridge!

101
Objectives and Victory Conditions
The American objective is very simple: clear the path for a further advance. They win the game if
they capture each of the four farmhouses north of the railway cutting.

The German objective is also very simple: prevent the Americans continuing their advance. They
win the game if they hold any of the four farmhouses north of the railway cutting at the end of the
game.

Special Rules
The bridge over the cutting is the only way that vehicles can cross the railway cutting. Each time
the German Off-Table Artillery card appears, roll a d6. On a roll of “6”, the bridge has been
destroyed by a direct hit. At that point, the Americans must choose whether to continue their attack
or to accept that the battle is lost and withdraw what troops they can. Note that referees should feel
free to make this a concealed roll: either so that you can decide when the bridge gets hit (choosing
just the right moment to make the game a great one!); or so that you can say something like the
bridge has been hit, and seems damaged, and let the US player find out whether the damaged bridge
will take the weight of a Sherman or Wolverine...or even the hapless Private sent forward to find
out!
Once the first German off-table artillery barrage lands (assuming it misses!) you should let the US
player know that the Germans are aiming to cut the bridge with artillery fire, and that he’d therefore
better get what troops he needs over it before they manage to do so.

Notes
The names of the US Big Men are, as I hope is obvious, all taken from Confederate Generals from
the American Civil War. The names of the German Big Men are three of the classic line-up of the
band Kraftwerk: my apologies to Karl Bartos, but I only needed three Big Men!

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Big Man x 7 Big Man x 3
Company HQ Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
3rd Platoon Sniper
Weapons Platoon MMG Platoon
Tank Platoon Anti- Tank Gun
Tank Destroyer Platoon Infantry Gun
Rapid Deployment Panzerjagers
Vehicle Breakdown Off-Table Artillery
` Dynamic Commander Anti-Tank Bonus Fire
Rally MMG Bonus Fire
Panzerjager Bonus Fire
Heroic Leader
Rally

102
Scenario 10: Map

103
Scenario 10: US Briefing
You are Captain Robert E. Lee, commander of B Company, 1st Battalion, 7th Infantry. It is late
January 1944, and the Cottonbalers are part of 3rd Division’s drive to break out of the Anzio
beachhead by capturing the strategically important town of Cisterna.

Cisterna is proving a tough ol’ nut to crack. Instead of facing a relatively weak, mobile enemy,
you’ve come smack bang up against the veteran Hermann Goring Panzer Division, dug in and
spoiling for a fight! A few days ago, your battalion was badly cut up as it attempted to advance
forward and cut Highway 7 to the left of the town: no proper recon was done, you got bogged down
by the terrain (those frickin’ drainage ditches!), and thumped with everything the Krauts could
throw at you. The CinC got hit, and it was only Major Sinsel who managed to get everyone together
and retreat in fairly good order.

Now, of course, you’ve got to try again. Highway 7 ain’t gonna cut itself! Still, lessons have been
learnt: in particular the fact that the key to a successful advance is infantry and armour operating
together. The Krauts have fortified every farmhouse in the area. What works is to suppress the
troops in the farmhouses with your armour, then assault them with your infantry. The problem is
how to get your tanks into shootin’ range without getting KO’d!

You are point company for the next stage of the advance. Up ahead of you is a shallow ridge dotted
with farmhouse strong points. Your mission is to clear the way for the battalion’s advance by
locating the enemy’s positions and neutralising them.

Okey dokey, boys: move on out!

Map & Terrain

The dotted line crossing east to west is the railway track, which is at the bottom of a steep-sided
cutting. The main roads forming a cross are good quality gravel surfaces. The smaller tracks are
good quality dirt surfaces. The buildings shown are whitewashed farmhouses that have probably
been loop-holed and otherwise prepared as defensive strong points. The contours are shallow, as is
the small stream. There is little cover on the table: just the usual smattering of patchy scrub and
folds in the ground.

Initial Dispositions

Your forces will enter the table along its southern edge. Vehicles must enter the table along the
road, infantry may enter wherever they wish. You have nine Blinds at your disposal, up to four of
which may be False. You may enter up to four Blinds or False Blinds with every appearance of
your Blinds card.

Objectives and Victory Conditions

Your objective is very simple: clear the path for a further advance. You therefore win the game if
you capture each of the four farmhouses north of the railway cutting.

104
Elements of 1st Battalion, 7th (US) Infantry Regiment and Attachments
Company HQ
Captain Robert E. Lee (1d6)
1st Lieutenant Pierre Gustav Toutant de Beauregard (1d6)
2 x Rifle Squad (10 men each)
3 x Bazookas (2 crew each)
1 x Jeep

1st Platoon
1st Lieutenant James Longstreet (1d6)
3 x Rifle Squad (10 men each)

2nd Platoon
2nd Lieutenant George Pickett (1d6)
3 x Rifle Squad (10 men each)

3rd Platoon
2nd Lieutenant John Bell Hood (1d6)
3 x Rifle Squad (10 men each)

Weapons Platoon
Corporal Jubal Anderson Early (1d4)
3 x 60mm Mortar (2 crew each)
2 x MMG (3 crew each)
1 x HMG (3 crew)

Attached Tanks (from 751st Tank Battalion)


4 x M4 Sherman

Attached Tank Destroyers (from 601st Tank Destroyer Battalion)


Sergeant Thomas J. “Stonewall” Jackson (1d4)
3 x M10 Tank Destroyer
1 x Jeep

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average
M10 Wolverine 4 9 76.2mm Fast
Jeep 0 n/a n/a Wheeled

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -

105
Scenario 10: German Briefing
You are 1st Lieutenant Florian Schneider-Esleben of the Herman Göring Panzer Division. It is late
January 1944 and you and your eastern front veterans are part of the ring of steel that now
surrounds the Anzio beachhead. The Allies have missed their chance of a quick victory, delaying an
advance inland for reasons that are not yet clear, and now smash themselves against prepared
positions that they cannot hope to shift. Soon, when your reinforcements arrive, you will drive them
into the sea!

You have been tasked with holding an area just in front of the strategically important Autobahn 7.
Your men are holed up in fortified farmhouses bordering the main road north, just behind a steep-
sided railway cutting which, when you blow the only bridge over it, will provide an unsurpassable
barrier to the Amis vehicles.

A few minutes ago, your forward scouts spotted the lead elements of an enemy column approaching
your position, so you ordered the engineer Gefreiter with you to blow the bridge. Schiesse!
Nothing! The charges have failed to detonate! Fortunately you have already designated the bridge
as an artillery target, so quickly you reach for the field telephone to call in a strike to destroy the
bridge.

You will have to hold your position until the bridge is destroyed and, if the Amis managed to get
enough troops across before it was blown, after that as well...

Map & Terrain

The dotted line crossing east to west is the railway track, which is at the bottom of a steep-sided
cutting impassable to all vehicles. Infantry use one initiative dice to climb down into the cutting,
and two initiative dice to scramble up out of it again. Movement along the cutting is not penalised.

The main roads forming a cross are good quality gravel surfaces. The smaller tracks are good
quality dirt surfaces. The buildings shown are whitewashed farmhouses that have been loop-holed
and otherwise prepared as defensive strong points. The contours are shallow, as is the small stream.
There is little cover on the table: just the usual smattering of patchy scrub and folds in the ground.

Initial Dispositions

You begin the game in defensive positions in and around any of the four farmhouses north of the
railway cutting. Your troops begin the game under concealed Blinds. Those troops not actually in
the farmhouses are in camouflaged trenches and weapons pits; vehicles are hull down. The
American forces will enter the table along its southern edge.

Objectives and Victory Conditions

Your objective is very simple: prevent the Americans continuing their advance. You win the game
if you hold any of the four farmhouses north of the railway cutting at the end of the game.

Special Rules

The bridge over the cutting is the only way that vehicles can cross the railway cutting. Each time
the German Off-Table Artillery card appears, the referee will roll a d6. On a roll of “6”, the bridge
has been destroyed by a direct hit.

106
Elements of Herman Göring Panzer Division

Company HQ
Oberleutnant Florian Schneider-Esleben (1d6)
1 x Rifle Squad (8 men)
Sniper

1st Platoon
Leutnant Ralf Hütter (1d6)
2 x Rifle Squad (8 men each)

2nd Platoon
Feldwebel Wolfgang Flür (1d6)
2 x Rifle Squad (8 men each)

MMG Platoon
4 x MMG (3 crew each)

Support Platoon
1 x PaK 38 Anti-Tank Gun (5 crew)
1 x 75mm Infantry Gun (5 crew)

Attached Panzerjägers
2 x StuG III (G)

Note that each infantry squad has two Panzerfaust 30’s available.

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5 6, 7 8

Vehicle AC Weapon Calibre Speed


StuG III (G) 6 8 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Panzerfaust 30 10 10 - - -
Infantry Section 2 - - - -

Weapon Strike
PaK 38 6
75mm Infantry Gun 4

107
Scenario 11: The Campoleone Salient
4th February 1944
Following their failure to take both Campoleone and Cisterna, the Allied invasion force at Anzio
moved onto the defensive. Welcome reinforcements arrived in the shape of the rest of 45th (US)
Division; the 1st Special Service Force; and the British 168th Infantry Brigade; and a second, final
line of defence was prepared behind the existing front line, along the line of the original beachhead.
The Germans were, however, about to seize the initiative anyway. They had had counter-attacks
planned for late January and had only postponed them because of the efforts required to stop the
Allied thrusts of the 30th and 31st. Now that those thrusts had been contained and halted, they
intended to counter-attack as soon as possible: aiming to firstly eliminate the Campoleone salient;
and then to re-capture Aprilia (the Factory) as a start-point for a major counter-offensive designed
to sweep the Allies back into the sea.

They were also about to receive more reinforcements. As the troops in the Cassino area (AOK 10)
could not be further weakened, the Infantry Lehr Regiment (a prestigious Demonstration Regiment)
would be sent from Germany to the Anzio area (AOK 14). Von Mackensen, commanding AOK 14,
would also receive more Tiger tanks and some new weapons: the Sturmpanzer (a 15cm assault
howitzer mounted on a Panzer IV chassis); the Goliath (a remote control, tracked bomb); and the
Ferdinand or Elephant (an 88 gun mounted on an up-armoured Tiger chassis).

The British 3rd Infantry Brigade held the tip of the Campoleone salient: with the 1st Duke of
Wellington’s Regiment (the Dukes) on the left of the main Via Anziate; the 1st King’s Shropshire
Light Infantry (1 KSLI) on the right; and 2nd Sherwood Foresters in reserve astride the road about
1,000 yards behind them. The
OSTERIACCIA left or west of the salient was
held by the British 24th
DISUSED
RAILWAY CAMPOLEONE
Guards Brigade: the 1st Irish
Guards (with a platoon from
TUFELLO 2/7th Middlesex MMG
CLE
DELLA Company) faced west along
MANDRIA
the Vallelata Ridge; with the
VALLELATA
RIDGE Scots Guards next to them on
the main heights and the 5th
Grenadier Guards astride the
APRILIA
disused railway track north-
west of Carroceto. The 2nd
BUONRIPOSO CARROCETO North Staffordshires of 2nd
RIDGE
Infantry Brigade had been
temporarily attached to the
Guards, and were in reserve
VIA ANZIATE

along the Buonriposo Ridge.


The right or east of the salient
was held by the rest of 2nd
Infantry Brigade: the 6th
DEAD END ROAD Gordon Highlanders were
positioned along right side of
the Via Anziate around Dung
THE FLYOVER
PADIGLIONE
or Smelly Farm facing Colle
della Mandria; with 1st
Reconnaissance Regiment

108
south-east of them in front of Aprilia (the Factory); and the 1st Loyals to their right continuing the
line until it met the 3rd (US) Infantry Division in front of Carano. Just behind the Flyover, where
the Via Anziate ran through the Padiglione Woods, the newly arrived 168th Infantry Regiment was
in divisional reserve. Everyone knew that the Germans were about to counter-attack the salient, and
everyone was, as the official history puts it: “busily improving defences”.

The terrain surrounding and contained within the salient was, to say the least, difficult. North of the
tip of the salient, the main east-west railway line ran along cuttings and embankments that gave the
Germans excellent cover both to defend and to prepare counter-attacks. To the west of the salient,
the Vallelata and Buonriposo Ridges commanded the terrain in all directions, despite being only
twenty to thirty foot higher, but were stabbed and split by deep gullies and wadis that were often
full of brambles or thorns and, in some cases, contained caves cut to allow the extraction of gravel.
South of the ridges, was the area known as “Wadi Country”: an area that looked flat but that was
actually criss-crossed by deep ditches and cuttings. To the east of the salient, the terrain was better,
but contained scattered areas of wood or brush, and numerous irrigation ditches running north-
south. The overall effect was to create a battlefield split into many small, unconnected parts
between which communication was difficult if not impossible. It was quite possible to have one
company of a battalion in combat with the enemy whilst the company next door was not only
unengaged but actually had no idea that its neighbour was fighting.
The Germans began their offensive on 1st February with an unsuccessful probing attack by 71st
Infantry Division; 26th Panzer Division and Herman Göring Panzer Division on the other side of
the beachhead position towards Carano and Isola Bella. The intention was for the salient to be
attacked just afterwards, but Allied air attacks disrupted preparations, and the attack was postponed
until 3rd February.

The German plan was for two


battalions of the 104th Panzer OSTERIACCIA
Grenadier Regiment from 3rd 147 T
H
G
Reg rena
Panzer Grenadier Division DISUSED
RAILWAY ime dier
nt CAMPOLEONE
(Kampfgruppe Gräser) to attack Dukes 1 KSLI
towards Campoleone from the TUFELLO
Foresters
CLE
east; and for two battalions of
ds

DELLA
hG

MANDRIA
Gdn High

each of the 145th and 147th


Iris

Grenadier Regiments from 65th VALLELATA


RIDGE
104 TH Panzer
s

145 T H Grenadiers
Gd

Infantry Division G
Reg renadi
ots

ime e
nt r
Sc

(Kampfgruppes Gericke and


s
Gd

APRILIA
Pfeiffer) to attack from the west Recc
e Re
dr

gt
Grn

and south-west respectively


Lo
towards Tufello. The idea was BUONRIPOSO
taff
s CARROCETO ya
ls
RIDGE NS
to cut the head of the salient off
from its body by establishing a
line from the southern end of the
VIA ANZIATE

Valleleta Ridge across to Point


th
74 just south of Colle della 157
US
Mandria, so isolating and
eliminating the British 3rd
Infantry Brigade. During the DEAD END ROAD

afternoon of 3rd February, the


Germans made several probing
attacks against the KSLI and THE FLYOVER
PADIGLIONE

Duke’s, mainly to get the British


troops to reveal their positions,

109
but their main thrust began at around 11pm, heralded by a heavy artillery bombardment.
The 104th Panzer Grenadier Regiment attacked on the right towards the eastern shoulder of the
salient: successfully infiltrating 6th Gordon’s left flank. By 7.30am on 4th February, they had
effectively split the Gordons into two parts: with the two forward companies of the Scots (A
Company and C Company) having two companies of Germans in front of them and two companies
of Germans behind them.

Whilst B Company of the Gordons, to the south-east, supported by some tanks from 46th RTR that
had been sent to reinforce the Irish Guards, joined with elements of the 1st Reconnaissance
Regiment to successfully clear the Germans out of their positions, A and C Companies attempted to
withdraw in order to consolidate the defensive line. As they left their trenches, however, they came
under heavy fire from the surrounding Germans, and D Company, seeing them, wrongly assumed
that a full withdrawal had been ordered, and were also badly damaged as they fell back. In all, 320
men were lost.

The eastern side of the salient was crumbling, and it took a counter-attack launched at 4pm on the
4th by 1st London Scottish, deployed from Divisional Reserve (having landed only twenty-four
hours earlier and chosen by General Penney as he felt that the hard-pressed Gordons might take
heart at the sight of their fellow Scots coming to the rescue) and backed up by more tanks from B
Squadron, 46th RTR, to recapture the lost ground and re-establish a perimeter that protected the
eastern flank of the Via Anziate. Although successful, the London Scottish lost heavily in the affair:
A Company were reduced to five men and the company commander; D Company were reduced
from seventy-eight to ten men.
At the same time that the 104th launched their attack from the east, three battalions from 65th
Infantry Division (145th and 147th Grenadier Regiments) attacked the Irish Guards on the western
shoulder of the salient from the north-west, west and south-west. The Guards’ westernmost
company, No.3, was overrun, and things looked grim for No.4 Company, the composite No.1/No.2
Company, and Battalion HQ. The tanks that had been ordered up to support them had become
bogged down in the fighting around Dung Farm, and they were now under fire from both their front
and their rear (from the Germans who had pushed the Gordon Highlanders back).

By the morning of 4th February, the Irish Guards were fighting as individual companies all counter-
attacking in different directions: fully engaged in trying to keep the Germans from cutting the Via
Anziate behind 3rd Brigade, who were also under heavy attack. Battalion HQ and the composite
company began to fall back southwards towards No.4 Company, but the Headquarters Company ran
straight into a large group of Germans and were forced to surrender. Marched off towards the
German front line with one German for every Guardsman prisoner, the Company Commander,
Captain Simon Combe, politely informed his captor that he would “do him in when he got the
chance”! The group came under fire and, with the Germans distracted, Combe grabbed a rifle and
shot his guard. As no-one else seemed to have noticed, Combe then grabbed a submachine gun and
opened up on the nearest group of Germans. In the resultant confusion, the Guardsmen got away,
slipping back to their own lines in small groups. Meanwhile, the rest of the Irish Guards had
managed to consolidate their position and, although desperately pressed, had managed to at least
slow the German advance.

With the Germans temporarily halted, Brigadier Penney decided to withdraw 3rd Brigade and
abandon what had become a very exposed position. On receiving the signal “Tally Ho!”, the Duke’s
and Foresters would move first, leaving the KSLI as a rearguard. 3rd Brigade pulled back in good
order (the KSLI even destroying two Tiger tanks before they went) and a new line was established
on what had been the baseline of the salient. The 24th Guards Brigade (including the North Staffs
and 3rd Battalion, 504th (US) Parachute Infantry under command) were on the left; 168th Infantry
Brigade brought forward into the centre; and 2nd Infantry Brigade pulled back on the right. The 3rd
Infantry Brigade went into divisional reserve five miles south of Carroceto.
110
The British had successfully prevented the Germans from destroying 3rd Brigade, but had lost some
1,400 men in doing so: the Irish Guards were reduced to just 270 men; the Dukes had lost 260 men
and the Gordons 320. The retreating infantrymen had also had to abandon much of their transport
and many of their anti-tank guns.

Introduction
This scenario will focus on the eastern side of the salient. The action will begin as elements of 6th
Gordon Highlanders firstly attempt to retreat in the fact of attacks by Kampfgruppe Gräser and then,
reinforced by elements of the 1st London Scottish and 46RTR, fight to regain the ground they have
just given up. The British player will therefore begin the game with orders to retreat to a secondary
defensive line but, as soon as he begins to establish that line, will receive new orders detailing his
reinforcements and the fact that he must launch a counter-attack as soon as is practicable.

For clarity: the British begin the game in trenches at one end of the table, but with orders to retreat
to a trench-like irrigation ditch behind them. The Germans enter the table at the same time that the
British begin their retreat. Once the first British section is established in the new position, the
British player is handed a new briefing that details his reinforcements and changes his orders to a
counter-attack to regain the ground he has just given up. As the Germans continue to advance, the
British must re-group, re-organise and drive them back.

Map & Terrain


The thick line at the southern end of the map is the Via Anziate: a good quality, gravel topped road.
The thinner lines are smaller roads, but dirt-topped. The dotted lines represent rough tracks that also
form field boundaries. The thickish brown lines in the northern part of the map are good quality
trenches and weapons pits.

The thick blue line is an irrigation ditch about six foot deep and six inches full of water. It costs
infantry one initiative dice to clamber down into the ditch so that they can immediately use it as a
trench; one dice to clamber out of the ditch; and no dice to just jump in seeking cover! Vehicles
cannot cross the ditch: any that try drop into it and are bogged down for the rest of the scenario.
There is no penalty for infantry moving laterally along the ditch, and they can do so without being
seen by troops who are not on the ditch’s edge. The rest of the map is the usual cover-less expanse
of rolling fields dotted with the odd fold in the ground and the odd patch of scrub.

Initial Dispositions
The British troops start the game in the trenches in the eastern sector of the map. Each platoon has
two sections forward and one section back. The HQ Platoon and support weapons are in the
western-most trench. The British begin the game under Blinds, with one Blind placed on each
platoon, and one False Blind placed on the summit of hill to the south.

The Germans enter the table under Blinds from anywhere along the eastern edge of the map. Each
time the German Blinds card appears, they may enter up to three Blinds or False Blinds. The
Germans have ten Blinds and three False Blinds at their disposal.
The British reinforcements enter the table from the southern end of the Via Anziate. They have
eleven Blinds at their disposal, up to four of which may be False, and one Blind will enter the table
each time the Blinds card appears starting from the first turn after any British section has taken up a
firing position in the irrigation ditch. If things have gone well for the British player, he should be
able to wait until a sizeable force of reinforcements have entered the table before committing them
to the fight. If things have gone badly, he may be forced to commit them piecemeal: hurling them
into combat to keep the advancing Germans at bay!

111
Objectives and Victory Conditions
The initial British objective is to establish a new defensive line along the irrigation ditch. Their
revised objective is to re-establish their line back in their original trenches. The British therefore
win the battle if, at the end of the game, they hold their trenches again. Any other result is a loss.

The German objective is to capture the Via Anziate: so cutting the British 3rd Brigade, to the north,
off from the main Allied line. They therefore win the game if, at the end of the battle, they
successfully hold a position astride the main road. Any other result is a loss.

It is therefore very possible that both sides will lose the battle. If this is the case, do not declare a
draw: both sides have indeed lost the battle!

Special Rules
The Germans get one pre-game stonk on the British positions.

Notes on Big Men


Captain Jupp did indeed take charge of the remains of a company of Gordons; Gunner Cafferey was
his WO; and Lieutenant Grace and Corporal Bray are also historical personalities. The London
Scottish Big Men are all famous, if non-contemporaneous, members of the regiment. For example,
Basil Rathbone, who amongst many other roles played Sherlock Holmes in the films of the late
1930’s and early 1940’s, joined the London Scottish as a Private in 1916, later transferring to the
Liverpool Scottish with a commission to 2nd Lieutenant, winning the Military Cross in 1918.
The German Big Men are all German-language philosophers.

The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Big Man x 3 Big Man x 10
Company HQ Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
FOO 3rd Platoon
Off-Table Artillery 4th Platoon
Skirl o’the Pipes 5th Platoon
Rally 6th Platoon
Heroic Leader Sniper
Add for Reinforcements Heavy Weapons Platoon
` Big Man x 6 Panzer Platoon
LS Company HQ Assault Platoon
LS 1st Platoon Support Platoon
LS 2nd Platoon Rally
LS 3rd Platoon Blitzkrieg
LS 1st Section Carriers Rapid Deployment
LS 2nd Section Carriers Vehicle Breakdown
Anti- Tank x 2 Tank Killer Bonus
Anti- Tank Bonus Fire MMG Bonus Fire
Tanks Mortar Bonus Fire
Dynamic Commander Dynamic Commander

112
Scenario 11: Map

113
Scenario 11: British Briefing A
You are Captain Jupp of the 67th Field Artillery Regiment. It is early February 1944, and you have
been attached as FOO to one company of the 6th Gordon Highlanders as they hold a position on the
right shoulder of the Campoleone Salient.

About an hour ago, the Germans began bombarding your positions with an intensity that you have
never before encountered. As the bombardment lifted, you realised with horror that you could
actually hear the advancing enemy infantry shouting out “Gott mitt uns” and “Sieg Heil”: they were
almost on top of you! Worse, just to your left you could see the body of the Gordons’ Company
Commander: his head blown right off !

Cafferey, your WO, tells you that the radio is out, hit by a piece of shrapnel, so there’s no way that
you can call in a strike on the advancing Germans. The Gordons seem paralysed by the loss of their
commander. There’s nothing for it: you will have to take charge.

As you came up to the Gordons’ line (trenches off to the right of the Via Anziate towards the Colle
della Mandria) you remember noticing an irrigation ditch that would form an excellent position to
fall back on. There you can re-group, shorten your line, and do something about your exposed
flanks. There you’ll be able to hold until reinforcements can come to your aid. Here you will
quickly be enveloped and destroyed.

Okay, men, grab your “bondooks” (what the mad Scots call their rifles) and prepare to fall back.
Quickly now: the Germans are almost upon us!

Map & Terrain

The thick line at the southern end of the map is the Via Anziate: a good quality, gravel topped road.
The thinner lines are smaller roads, but dirt-topped. The dotted lines represent rough tracks that also
form field boundaries. The thickish brown lines in the northern part of the map are good quality
trenches and weapons pits.

The thick blue line is an irrigation ditch about six foot deep and six inches full of water. It costs
infantry one initiative dice to clamber down into the ditch so that they can immediately use it as a
trench; one dice to clamber out of the ditch; and no dice to just jump in seeking cover! Vehicles
cannot cross the ditch: any that try drop into it and are bogged down for the rest of the scenario.
There is no penalty for infantry moving laterally along the ditch, and they can do so without being
seen by troops who are not on the ditch’s edge.

The rest of the map is the usual cover-less expanse of rolling fields dotted with the odd fold in the
ground and the odd patch of scrub.

Initial Dispositions

Your troops start the game in the trenches in the eastern sector of the map. Each platoon has two
sections forward and one section back. The HQ Platoon and support weapons are in the western-
most trench. You begin the game under Blinds, with one Blind placed on each platoon, and one
False Blind placed on the summit of hill to the south.

Objectives and Victory Conditions

Your objective is to establish a new defensive line along the irrigation ditch.

114
Elements of 6th Gordon Highlanders

Company HQ
Captain Jupp* (1d6)
1 x Forward Observer (Gunner William Cafferey*)
1 x Rifle Section (8 men)
2 x 2” Mortar (2 crew each)
1 x PIAT (2 crew)
1 x MMG (3 crew)

1st Platoon
Lieutenant Edward Grace* (1d6)
3 x Rifle Section (8 men each)
1 x PIAT (2 crew)

2nd Platoon
Corporal Trevor Bray* (1d6)
3 x Rifle Section (8 men each)
1 x PIAT (2 crew)

Off-Table Artillery
You may call upon battalion fire support from two 3” Mortars at any time during the battle.

Troops/Dice 0 1 2 3 4
Gordon Highlanders 1, 2 3 4 5, 6 7, 8

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”
PIAT 6 6 6 - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

115
Scenario 11: German Briefing
You are Major Karl August von Eschenmayer of the 104th Panzer Grenadier Regiment. It is
February 1944, and you are in central Italy as part of the “ring of steel” that is keeping the Allied
troops bottled up in the Anzio beachhead.

For the last three days, the Allies have been trying once again to break out of their beachhead with
assaults on the towns of Campoleone and Cisterna. Neither attack was successful and, as they now
appear to have run out of momentum, it is time for you to counter-attack and drive them back into
the sea! Even better, the Allied thrust towards Campoleone has resulted in them occupying a narrow
salient pointing towards the town: a salient with very exposed shoulders.

The 104th’s mission is to attack the eastern flank of the salient as your colleagues from 145th and
147th Grenadier Regiments attack the western flank. Your objective is to drive through any enemy
force that you encounter and block the Via Anziate, so cutting any enemy troops in the head of
salient off from the main Allied lines. This is an opportunity to do real damage to the Allies: there is
at least an enemy brigade north of your position.

To re-cap: enter the table and drive for the Via Anziate, brushing aside any enemy troops that you
encounter. Once there, block the road and hold at all costs.

Map & Terrain

The thick line at the southern end of the map is the Via Anziate: a good quality, gravel topped road.
The thinner lines are smaller roads, but dirt-topped. The dotted lines represent rough tracks that also
form field boundaries. The thickish brown lines in the northern part of the map are good quality
trenches and weapons pits: the British positions.

The rest of the map is the usual cover-less expanse of rolling fields dotted with the odd fold in the
ground and the odd patch of scrub.

Initial Dispositions

You enter the table under Blinds from anywhere along the eastern edge of the map. Each time the
German Blinds card appears, you may enter up to three Blinds or False Blinds. You have ten Blinds
and three False Blinds at your disposal.

Objectives and Victory Conditions

Your objective is to capture the Via Anziate: so cutting off the enemy troops to the north. You
therefore win the game if, at the end of the battle, you successfully hold a position astride the main
road. Any other result is a loss.

Special Rules

You get one pre-game stonk on the British positions.

Each Rifle Squad has one Panzerfaust 30.

116
Elements of Kampfgruppe Gräser (104th Panzer Grenadier Regiment)

1st Company HQ
Major Karl August von Eschenmayer (1d6)
Hauptmann Ludwig Andreas Feuerbach (1d6)
1 x Tank Killer Team (4 men)
1 x Sniper

1st Platoon
Oberleutnant Otto von Gierke (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Oswald Spengler (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Carl Stumpf (1d6)
3 x Rifle Squad (8 men each)

2nd Company HQ
Hauptmann Wilhelm Windelband (1d6)
1 x Tank Killer Team (4 men)

4th Platoon Troops/Dice 0 1 2 3 4


Leutnant Wolfgang Stegmüller (1d6)
3 x Rifle Squad (8 men each) Infantry 1, 2, 3 4 5 6, 7 8

5th Platoon
Leutnant Max Horkheimer (1d6)
3 x Rifle Squad (8 men each) 0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”
6th Platoon
Leutnant Ernst Bloch (1d6) MMG 2 2 2 1 1
3 x Rifle Squad (8 men each) Panzerfaust 30 10 10 - - -

Heavy Platoon Infantry Section 2 - - - -


4 x MMG (3 crew each)
2 x 81mm Mortar (3 crew each)
2 x 75mm Infantry Guns plus horse-drawn limbers (5 crew each)

Panzer Platoon
Oberfeldwebel Karl Popper (1d4) Weapon Strike
2 x Panzer V Panther (D)
75mm Infantry Gun 4
Assault Platoon
2 x Wespe
Vehicle AC Weapon Calibre Speed
Support Platoon
2 x StuG III (G) Panzer V (D) 9 11 75mm Fast
Wespe 3 6 105mm Average
StuG III (G) 6 8 75mm Average
117
Scenario 11: British Briefing B
You are Captain Basil Rathbone of 1st Battalion, the London Scottish Regiment. It is early
February 1944 and, yesterday, your men landed as reinforcements for the troops holding the Anzio
beachhead. You say “holding the Anzio beachhead” as all thoughts of an advance inland seem to
have flown the coop! Apparently the enemy are present in much greater strength than expected and,
despite some hard, hard fighting, the initial landing force has been unable to break through and head
for the rear of the German forces holding the Gustav line.

Your men were just settling down to acclimatise themselves to this new theatre when you received
an order to report to HQ as soon as possible. There you were informed that the Germans had
launched a major counter-attack aimed at British troops holding a salient pointing towards the town
of Campoleone. Apparently the Krauts are trying to cut the head off the salient by attacking the
troops holding its flanks, and as some of the troops under extreme pressure are the 6th Gordon
Highlanders, Brigadier Penney has decided that 1st London Scottish are ideal reinforcements to
help them out. Och aye the noo and all that!

You are now at the front of your battalion, heading north along the Via Anziate towards the sound
of the guns. The Gordons are apparently crumbling in the face of severe enemy pressure and you
must go to their aid. Well, you might have been born in South Africa, and sound about as Scottish
as King George VI, but, by God, all that matters is that friendly troops need reinforcing, and you
didn’t sign up to be a spectator. Hold on the Gordons! Your fellow Scots, once removed, are
coming!

Map & Terrain

As you are newly arrived, you have not had time to reconnoitre the terrain you will be fighting over.
You will need to liaise with the officer commanding the Gordons for information.

Initial Dispositions

You enter the table from the southern end of the Via Anziate. You have eleven Blinds at your
disposal, up to four of which may be False, and one Blind will enter the table each time the Blinds
card appears.

Revised Objectives and Victory Conditions

Your objective is to re-establish the British line back to its original position held by the Gordons.
You therefore win the battle if, at the end of the game, British troops hold the Gordons’ trenches
again. Any other result is a loss.

Special Rules

Each universal carrier contains a Bren gun. Each section also contains one PIAT, one 2” Mortar and
one rifle section.

Weapon Strike Vehicle AC Weapon Calibre Speed


6lb AT Gun 6 M4 Sherman 6 7 75mm Average

118
Elements of 1st London Scottish and 46th RTR

Company HQ
Captain Basil Rathbone (1d6)
1 x Forward Observer
1 x Rifle Section (8 men)

1st Platoon
1st Lieutenant Claude Rains (1d6)
3 x Rifle Section (8 men each)
1 x PIAT (2 crew)

2nd Platoon
1st Lieutenant Kenneth Grahame (1d6)
3 x Rifle Section (8 men each)
1 x PIAT (2 crew)

3rd Platoon
2nd Lieutenant Eric Newby (1d6)
3 x Rifle Section (8 men each)
1 x PIAT (2 crew)

1st Carrier Section


Sergeant Ronald Coleman (1d6)
3 x Universal Carrier

2nd Carrier Section


Sergeant Alexander Flemming (1d6)
3 x Universal Carrier

Anti-Tank Gun Troop


2 x 6pdr Anti-Tank Gun plus tows (5 crew each)

Attached Tanks (from B Squadron, 46th RTR)


4 x M4 Sherman

Off-Table Artillery
You may call upon two fire missions from two 25pdr guns.

Troops/Dice 0 1 2 3 4
Gordon Highlanders 1, 2 3 4 5, 6 7, 8
London Scottish 1, 2, 3 4 5, 6 7, 8 -

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
PIAT 6 6 6 - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

119
Scenario 12: East of the Factory
7th/8th February 1944
Once the Germans had forced the Allies to withdraw from the Campoleone salient, they turned their
attention to re-taking Aprilia (the Factory) and Carroceto. Both sites commanded the surrounding
countryside and would provide an excellent jumping off point for a major attack on the Allied
beachhead itself. The capture of Carroceto was entrusted to 65th Infantry Division and 4th
Parachute Division of the 1st Parachute Corps; and the capture of Aprilia to Battle Group Gräser of
76th Panzer Corps, specifically the 29th Panzer Grenadier Regiment; 725th and 735th Grenadier
Regiments; and the reconnaissance battalion of 26th Panzer Division. All three regiments attacking
Aprilia consisted of three battalions. To their left, the 71st Infantry Division would probe towards
Torre Spaccasassi (a hill at the T-junction between the Recce/Gordons and the Loyals on the map
below). In addition, the rest of 26th Panzer Division and the Herman Göring Panzer Divisions
would launch diversionary attacks on the American forces below Cisterna.

Facing the German counterattack were the three brigades of the British 1st Division in a line below
the bottom of what had been the Campoleone salient. On the right was 2nd Infantry Brigade,

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Gordons

PADIGLIONE
THE FLYOVER

120
consisting of 1st Loyals, directly north of Padiglione; C Squadron of 1st Reconnaissance Regiment
and B Company of 6th Gordons next to them; and the rest of the Gordons behind them in reserve at
Padiglione. In the centre was 168th Infantry Brigade, consisting of 10th Royal Berkshires on the
right, 1st London Irish on the left positioned within Aprilia itself, and the battered 1st London
Scottish behind them in reserve. On the left was 24th Guards Brigade, which now consisted of the
remains of the three Guards battalions augmented by 2nd North Staffordshire’s and the 3rd
Battalion of the US 504th Parachute Infantry. The Scots Guards were astride the Via Anziate north
of Carroceto; 5th Grenadier Guards on their left holding the disused railway bed north-west of
Carroceto railway station and part of the Buonriposo Ridge; with 2nd North Staffs in echelon
behind them holding the other part. Behind them were the Irish Guards and the American
parachutists. Back at the Flyover, 5,000 yards south of the position, was the divisional reserve,
consisting of 3rd Infantry Brigade; 46th RTR; and the rest of 1st Reconnaissance Regiment.

All through 6th and 7th February, the Germans probed forward towards Aprilia: subjecting the two
forward companies of the London Irish (B & D Companies) to almost constant attack. Before being
moved to Anzio, London Irish had been engaged in heavy fighting on the southern front around
Mount Damiano, and had required a draft of ten officers and 250 men to bring it even close to being
back up to strength. These newcomers were almost all untried in battle, not Irish, and included some
gunners from disbanded light anti-aircraft units who had now been drafted as infantry. As the town
itself was too dangerous a place to post troops, D Company was in trenches on the slopes in front of
the town, with B Company on its right. In front of their positions was a cemetery and, at one stage,
the Germans managed to get machine guns behind the walls of the cemetery and infantry close
enough to engage the Irish with grenades.
After a heavy artillery and mortar bombardment, the Germans launched their main attack on both
flanks of 1st Division at 9pm on 7th February 1944. On the right flank of the position, elements of
the German 71st Infantry Division probed towards the British line, but these attacks were not
pressed home. On the left flank, however, two battalions of the 145th Grenadier Regiment
succeeded in infiltrating the positions of the 2nd North Staffordshire’s on the southern part of the
Buonriposo Ridge, leading to fierce, often hand-to-hand, struggles for the slit trenches on the scrub-
covered ridge. German tactics were to infiltrate light machine guns teams between the various
British trenches. These would then open up on the rear of the British positions as a strong attack
was pressed home from the front.

Once the North Staffs were fully engaged, part of the 145th Grenadiers then turned their attentions
to the left flank of the 5th Grenadier Guards, who were already under attack from their front by the
German 147th Grenadier Regiment. As the North Staffs were gradually pushed back off the
Buonriposo Ridge, the situation for the Grenadier Guards became critical: Nos. 1, 3 and 4
Companies were almost eliminated and if the Germans could push through Battalion HQ, they
would have a clear path through to the rear of the British line.
Immediately west of Battalion HQ, right in the path of the German advance, was a very deep,
bramble-filled, ditch with a single crossing point. Major, the Honorable W.P. Sidney, OC the
Guards’ Support Company, rushed forward with a Thompson SMG shooting dead the Germans
moving towards the bridge. Then, with two Guardsmen in support, he held off the German attack by
throwing grenades at any enemy that appeared, despite the fact that one grenade exploded
prematurely, killing one of his supporting Guardsmen and badly wounding him in the thigh. A
German stick grenade then hit him in the face, again wounding him badly, but he continued taking
the primed grenades from the other Guardsman and holding off the enemy with well-aimed throws
until they lost heart and retreated. Major Sidney was awarded the Victoria Cross for his actions:
even the official history of the campaign, not usually a forum for recognising individuals, compares
him to “Horatius at the bridge in brave days of old”. As one Guardsman commented when he heard
of the award: “Well, if he was as tough on the Germans as he was on us, he deserves the VC”!

121
Major Sidney’s defence, combined with the intervention of the Irish Guards and US 3rd Battalion,
504th Parachute Infantry, gradually stabilised the situation on the left flank.

Meanwhile, on the right, the Gräser Battle Group had moved forward and assaulted the Scots
Guards and 10th Berkshires. Caught in the midst of a handover, two companies (A & D) of the
Berkshires were infiltrated and overrun at about 11.30pm, and it took a counter-attack by the
reserve company and the battalion carriers, led by Lt-Col Baird himself, to stabilise the position.
The Berkshires’ Battalion History gives the following description of B Company holding out
against overwhelming odds:

The steady, deliberate, thump-thump-thump of Bren guns, always so easily distinguishable from the
ripping sound of the German Spandaus, bore testimony that stout hearts were keeping up the
struggle in forward positions. For three hours they fought and held off all attacks. Ammunition was
rushed up by cooks, drivers, and anyone else who was available. Sergeant Griffin, the cook-
sergeant, stayed with his old company until 2.30am killing Germans and providing great
inspiration to the company.
However, the fierce resistance of the Allied troops, combined with accurate supporting artillery fire
and the actions of 894th Tank Destroyer Battalion , did so much damage to the advancing Germans
that, despite overrunning and eradicating D Company of London Irish in its forward position, they
decided not to press home their attack on the Factory itself but to reorganise and renew their assault
that night.

As dawn broke on 8th February 1944, the Allies had been pushed back all along the line: off the
Buonriposo Ridge on the left, and almost back to the walls of the Factory on the right. The
Germans also now had control of the lateral roads leading to the Factory from the east, but the
Allied line still held and the Germans had, at least for the moment, pulled back to regroup.

Introduction
This scenario will be a simple attacker/defender scenario featuring the 29th Panzer Division’s
attempt to wipe out B Company of 10th Berkshires. The game begins as the Germans launch their
frontal attack, having already infiltrated several LMG teams behind the Berkshires’ positions. The
Berkshires will receive reinforcements during the game, including the redoubtable Sergeant Griffin
, apron and all!

Map & Terrain


Most of the map is the usual cover-less expanse of rolling fields dotted with the odd patch of scrub.
Umpires should feel free to add rough paths as field boundaries and to make sure that there are
some folds in the ground to break up sight-lines. Note that it is raining and the fields are currently
sodden and damp, and therefore soft ground for all vehicles.

The thick, black lines are track-like dirt roads that provide a hard surface for vehicles. The blue line
is a small stream that can be splashed across by all except wheeled vehicles for the loss of two
initiative dice. The brown lines appearing mostly in threes are good quality trenches and weapons
pits that provide excellent cover for their occupants.

Initial Dispositions
The Berkshires begin the game in their slit trenches under concealed Blinds. Each platoon has three
trenches, with one more trench for the Company HQ. 1st Platoon is on the left, 2nd Platoon on the
right; and 3rd Platoon behind. All are in the two-up-one-back formation. Support weapons are in
weapons pits built into the trench system. The British reinforcements enter the map under Blinds
from the southern table edge immediately behind the Company HQ trench.

122
The German force enters the table from anywhere along the northern edge. Each time the German
Blinds card appears, four Blinds may be entered onto the table. At least half the German Blinds
must enter the table east of where the stream leaves the northern edge i.e. no mass attack down the
road! The extra German LMG teams may deploy anywhere on the southern and/or eastern edges of
the table, but cannot be deployed within 12” of a British trench.

Objections & Victory Conditions


The British objective is simple: hold their position. They win the battle if, at the end of the game,
they still hold at least four trenches. Holding a trench is defined as having no enemy and troops with
at least one initiative dice in the trench.

The German objective is also simple: smash through the British position! They win the battle if, at
the end of the game, they have cleared at least seven trenches of any British troops with initiative
dice.

Special Rules
The British reinforcements will arrive on the 4th appearance of the Turn Card.

German independent LMG teams fire with 2d6.

Notes on Big Men


Although I couldn’t find a roster for B Company itself, all the British Big Men were killed at Anzio
whilst serving with 10th Battalion, the Royal Berkshire Regiment. All German Big Men are popular
German recipes.

The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Turn Card Big Man x 4 Big Man x 11
Company HQ A Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
3rd Platoon 3rd Platoon
Off-Table Artillery B Company HQ
Rally 4th Platoon
Dynamic Commander 5th Platoon
AT (PIAT) Bonus Fire 6th Platoon
Add for Reinforcements LMG Platoon
` Big Man x 1 Panzer Platoon
Carriers StuG Platoon
Heroic Leader Heavy Platoon
MMG Bonus Fire
Blitzkrieg
Rapid Deployment
Vehicle Breakdown
Dynamic Commander
Rally

123
Scenario 12: Map

124
Scenario 12: British Briefing
You are Major Reginald Bohlen, OC B Company, the 10th Battalion, the Royal Berkshire
Regiment. You are currently serving in Italy, and have just arrived at the Anzio beachhead. It is
early February 1944, and you are deeply in the doo-doo!

The initial landing force has failed to break out of the Anzio beachhead and, after suffering heavy
casualties, has been forced on to the defensive. About a week ago, the Germans counterattacked for
the first time: forcing the loss of the Campoleone Salient. It’s been obvious for some days that their
next objective will be to re-capture Aprilia and Carroceto. Just one slight problem: your battalion is
in their path!

You hold the centre of the line: with London Irish actually in Aprilia on your left, and the Gordons
and some Recce units on your right. Earlier this evening, an almighty great artillery barrage began
to hit your positions, and you know that a major attack is on the way.

Right, the barrage appears to be lifting. Time for the real fun to begin…

Map & Terrain

Most of the map is the usual cover-less expanse of rolling fields dotted with the odd patch of scrub.
Note that the fields are currently sodden and damp, and therefore soft ground for all vehicles.

The thick, black lines are track-like dirt roads that provide a hard surface for vehicles. The blue line
is a small stream that can be splashed across by all except wheeled vehicles for the loss of two
initiative dice. The brown lines appearing mostly in threes are your trenches and weapons pits.

Initial Dispositions

You begin the game in your slit trenches under concealed Blinds. Each platoon has three trenches,
with one more trench for the Company HQ. 1st Platoon is on the left, 2nd Platoon on the right; and
3rd Platoon behind. All are in the two-up-one-back formation. Support weapons are in weapons pits
built into the trench system. Your reinforcements will enter the map under Blinds from the southern
table edge immediately behind the Company HQ trench.

Objectives and Victory Conditions

Your objective is simple: hold your position. You win the battle if, at the end of the game, you still
hold at least four trenches. Holding a trench is defined as having no enemy and troops with at least
one initiative dice in the trench

Special Rules

Each carrier has an LMG and fires with 2d6. One carrier also has a PIAT; another has a 2” Mortar.
If the carriers dismount, they dismount as ten men: a single eight-man section with LMG and a light
mortar crewed by two men.

125
B Company, 10th Royal Berkshire Battalion

Company HQ
Major Reginald Bohlen* (1d6)
1 x Rifle Section (8 men)
1 x MMG (3 crew)

1st Platoon
CSM William Why* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

2nd Platoon
Sergeant Jack Champ* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

3rd Platoon
Captain Theodore Rick* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

Expected Reinforcements (from Battalion)

Carriers
Sergeant Griffin* (1d6+2)
3 x Bren Gun Carrier

Off-Table Artillery

You may call in an unlimited number of fire missions from two of the battalion’s 3” mortars.

Troops/Dice 0 1 2 3 4
Berkshires 1, 2, 3 4 5, 6 7, 8 -

Vehicle AC Weapon Calibre Speed


Carriers 2 LMG+ n/a Fast

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
PIAT 6 6 6 - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

126
Scenario 12: German Briefing
You are Major Sascha Sauerbrauten of the 29th Panzer Grenadier Regiment. It is February 1944
and you are part of the ring of steel keeping the Allies hemmed in to their bridgehead near Anzio,
south of Rome, in Italy.

For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the British troops occupying the salient that poked towards the
strategically important town of Campoleone have been forced to retreat. Now you seek to push
them back again by recapturing the small town of Aprilia.

Your task is simple: as spearhead of Battle Group Gräser’s advance, you must punch a hole in the
enemy line, allowing the troops following behind to pour through and cause havoc. Although you
attack has been delayed by enemy artillery fire (you can already hear the sounds of battle from the
other side of the Via Anziate where the 145th and 147th Grenadiers are pushing forward
enthusiastically) you are now ready and have begun infiltrating machine guns teams behind the
British lines.

As the bombardment lifts, you raise your whistle and blow a long note. Forward, men, forward!

Map & Terrain

Most of the map is the usual cover-less expanse of rolling fields dotted with the odd patch of scrub.
Note that the fields are currently sodden and damp, and therefore soft ground for all vehicles.

The thick, black lines are track-like dirt roads that provide a hard surface for vehicles. The blue line
is a small stream that can be splashed across by all except wheeled vehicles for the loss of two
initiative dice. The brown lines appearing mostly in threes are your trenches and weapons pits.

Initial Dispositions

Your force enters the table from anywhere along the northern edge. Each time the German Blinds
card appears, four Blinds may be entered onto the table. At least half the German Blinds must enter
the table east of where the stream leaves the northern edge. Your extra LMG teams may deploy
anywhere on the southern and/or eastern edges of the table, but cannot be deployed within 12” of a
British trench.

Objectives and Victory Conditions

Your objective is simple: smash through the British position! The enemy holds ten trenches. You
win the battle if, at the end of the game, you have cleared at least seven trenches of any British
troops with initiative dice.

127
Elements of 29th Panzer Grenadier Regiment (of Battle Group Gräser)

A Company HQ
Major Sascha Sauerbrauten (1d6)
Oberleutnant Bastian Bratwurst (1d6)
1 x Panzerschrek (2 crew)
1 x Kubelwagon

1st Platoon
Leutnant Fabian Fastnachts (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Patrick Pfankuchen (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Eberhard Eisbein (1d6)
3 x Rifle Squad (8 men each)

B Company HQ
Hautmann Sebastian Schneeballeen (1d6)
Leutnant Felix Frikadellen (1d6)
1 x Panzerschrek (2 crew)
1 x Kubelwagon

4th Platoon
Leutnant Kai Krepple (1d6)
3 x Rifle Squad (8 men each)

5th Platoon
Oberfeldwebel Maik Mohntorte (1d6)
3 x Rifle Squad (8 men each) Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5 6, 7 8
6th Platoon
Feldwebel Siegfried Spatzen (1d6)
3 x Rifle Squad (8 men each)
Vehicle AC Weapon Calibre Speed
Heavy Platoon Panzer IV (H) 6 8 75mm Average
4 x MMG (3 crew)
StuG III (G) 6 8 75mm Average
Support Platoon
2 x StuG III (G)
0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”
Support Panzer Platoon
2 x Panzer IV (J)
MMG 2 2 2 1 1
LMG Platoon Infantry Section 2 - - - -
Leutnant Heinreich Hammelschulter (1d6)
4 x LMG Teams (2 crew each) Panzerschreck 13 13 13 13 -

128
Scenario 13: Aprilia
9th February 1944
After the fierce fighting of 7th/8th February 1944, both sides used the morning of the 8th to re-
organise. On the British side, General Penney moved two squadrons of the 1st Reconnaissance
Regiment to his left flank to reinforce the North Staffords: replacing them by bringing up the
remainder of 6th Gordon Highlanders from where they had been resting near Padiglione. He also
moved the 238th Field Company, the Royal Engineers forward, deploying them as infantry. The
Germans continued to move individual units back under command of their proper divisions, and
formed a new battle group, Kampfgruppe Schönfeld, from 103rd Panzer Abteilung and elements of
29th and 104th Panzer Grenadier Regiments and 735th Grenadier Regiment transferred from the
Gräser Battle Group.

Once he had done what he could to shore up his lines, Penney knew that he could not leave the
enemy holding the Buonriposo Ridge. Although only some twenty feet higher than the surrounding
terrain, those twenty feet were enough to dominate the Via Anziate and both Carroceto and Aprilia,
both of which were certain to fall if the ridge could not be re-taken. His division, however, had now
been fighting almost continually for twelve days, and the well was almost dry. The troops
assembled for the counter-attack were the 2nd Sherwood Foresters; 1st King’s Shropshire Light
Infantry (KSLI); A Squadron of 1st Reconnaissance Regiment; and a squadron from 46th Royal
Tank Regiment (RTR).

129
The attack went in at about 1.30pm but, almost as expected, got nowhere. The tanks and armoured
cars could not get across the muddy, bramble covered ditches that formed the wadis (a situation
made worse by the driving rain), leaving the infantry to scramble unsupported up the muddy slopes
into concentrated machine gun fire. By six o’clock, the attack was called off. The KSLI, who had
been rushed forward and had not even had a chance to reconnoitre the ground they would be
fighting over, lost all their company commanders and company sergeant-majors. The Foresters
suffered 30% casualties. Worse, the Germans still held the ridge.

The Germans renewed their attack at around midnight on 8th/9th January with a devastating thrust
towards the Aprilia by the Gräser and Schönfeld Battle Groups. This attack fell on the London Irish,
holding the town; and the 10th Royal Berkshires, holding the ground to the east; and followed the
usual pattern of an outflanking manoeuvre followed by an attempt to roll up the British line. The
London Irish were forced back to the walls of the Factory (as British troops called Aprilia) but
counterattacked and regained some of the lost ground. The Royal Berkshires, fighting fiercely but
outnumbered about eight to one, were gradually forced backwards and by daylight, according to the
battalion’s war diary, consisted only of “Battalion HQ, two sections of C Company, and a few
carrier and mortar personnel, totalling forty men in all”.

By 9am, 725th Grenadier Regiment had worked its way down the western side of Aprilia, with 29th
Panzer Grenadier Regiment driving down the eastern side. With the Berkshires now effectively hors
de combat, and 735th Grenadier Regiment posed to smash into the northern side of the Factory,
London Irish had no choice but to withdraw as well. The British line, bloody but unbroken,
reformed along the southern outskirts of Aprilia: with London Irish (about two companies-worth
were left) on the left, London Scottish brought forward on the right, and what was left of the
Berkshires behind them. Again the Germans could have continued to drive forward and perhaps
wiped out the troops in front of them, but the fierceness of the British defence meant that they were
content to have taken Aprilia.

Meanwhile, the German 65th Division had launched attacks on the Grenadier Guards and Scots
Guards in their positions protecting Carroceto. The Guards were forced back to the railway station,
but held there, with the enemy then pushing the 1st King’s Shropshire Light Infantry and 2nd
Foresters back with an attack launched from their new positions on the Buonriposo Ridge. The
situation was only stabilised by a counterattack by the US 3rd Battalion, 504th Parachute Infantry
that went in at about 0630hrs.

Introduction

Scenario 13 will represent the advance of the 725th Grenadier Regiment down the western side of
Aprilia/the Factory in the face of determined opposition from the London Irish. Although a part of
the table will represent the battered buildings of Aprilia itself, occupying or moving through these
ruins will be very dangerous, as both sides artillery has zeroed in on the individual structures and
can be called in with little delay.

Map & Terrain

Aprilia is a new town: Mussolini’s equivalent of Milton Keynes! It is laid out in a grid pattern
formed by good quality, gravel surfaced roads. The buildings are all red brick, and three or four
storeys high. The town has, however, been heavily damaged by shelling, and the grey areas on the
map represent areas full of piles of rubble or the shells of buildings. Time to break out all those
Stalingrad terrain pieces again! The rubble provides excellent cover, but reduces movement by one
initiative die for infantry and two initiative dice for vehicles.

130
The rest of the terrain is flattish cleared land with only the very slightest cover provided by the
occasional fold in the ground. The brown contour line represents the sort of very shallow hill that
looks flat from a distance and is really only noticeable when you walk up it.

Initial Dispositions

The London Irish begin the game on the table under Blinds (note: not concealed Blinds, but Blinds)
anywhere south of the centre of the contour in the centre of the battlefield. They may deploy within
the factory itself if they wish. Their troops are falling back, so start the game “gone to ground” but
not dug-in.

The German troops enter the table under Blinds anywhere along its northern edge. Both sides have
one Blind per platoon available, plus another 2dAv False Blinds.

Objectives and Victory Conditions

The British objective is simple: hold their position. They win the battle if, at the end of the game,
they still have troops on the board north of the southernmost lateral road. Even if the Germans do
push them back behind this road, they can achieve a draw if they still have troops on the table with
at least three initiative dice between them.

The German objective is also simple: smash through the British position! They win the battle if, at
the end of the game, they have cleared the British troops from the table.

Special Rules

Both sides have access to off-table artillery zeroed in on the various buildings within the Factory.
Artillery can be called in by the FOO or the most senior Big Man still standing (he uses his turn to
do so). Each time artillery is called in, the player chooses a point within the Factory area, with these
points being consecutively numbered. Each time the Off Table Artillery card appears, the next point
on the list will be hit once i.e. to hit the same spot twice, the player must identify that point twice.
For example, if the cards fell Big Man, FOO, Off Table Artillery, Big Man, the player could
identify point 1, then point 2, then the artillery would hit point 1, then the player could identify
point 3 etc. with, say, points 1 and 2 being the same geographical spot.

The artillery hits with 1d6 deviation, a 9” radius blast zone and, as a number of different guns are
being used by both sides, with a random effect defined as (1dAv)d6 on the indirect fire table.
Vehicles caught within the blast zone are suppressed or, if hit directly, destroyed.

Notes on Big Men

The London Irish Big Men all fought at Anzio. Lieutenant Schaefer effectively stopped the
spearhead of the German attack of 7th/8th February, and fights again here.

Oberfeldwebel Reimann fought the London Irish and Berkshires at the Factory: with his StuG,
“Lucy”, being destroyed early on the 9th of February. The rest of the German Big Men are Germans
and Austrians who have given their name to something. Adolf (Adi) Dassler is the founder of
Adidas.

131
The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Big Man x 4 Big Man x 6
Company HQ Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
Tank Destroyer Platoon 3rd Platoon
Off-Table Artillery 4th Platoon
Rally Panzer Platoon
Heroic Leader StuG Platoon
Vehicle Breakdown MMG Bonus Fire
Blitzkrieg
` Rapid Deployment
Dynamic Commander
Rally
Vehicle Breakdown

132
Scenario 13: Map

133
Scenario 13: British Briefing
You are Major Harry Lofting of the Royal Ulster Rifles, currently serving in the 1st Battalion of the
London Irish Regiment. It is February 1944, and you currently have no idea at all whether you’re
going to live to see March!
After some hard times serving in central Italy, the battalion was shipped to the Anzio beachhead as
reinforcements. With barely time to learn the geography of the area, you were thrown forward into
the defensive line that is the only thing keeping the Germans from pushing the original invasion
force back into the sea. Attached to 1st (British) Division, your battalion was given the task of
holding the vital town of Aprilia, apparently known to all as “the Factory”. If the enemy take the
Factory, then they will have a dominant position from which to launch a devastating assault on the
beachhead position itself.
Unable to enter the town itself (it’s now mostly rubble, and both sides seem to have every building
zeroed in by their artillery: the slightest movement in the ruins brings down a hail of shells), your
men entrenched in front and to the sides of its battered buildings. For two days you held out against
what appeared to be a whole German division but, finally, last night the enemy overwhelmed your
forward elements and, despite a successful counterattack, you have been ordered to retreat.

It is around 9am in the morning on 9th February. You are the stop line on the western side of the
Factory. You must stop the next German attack in its tracks in order to give what’s left of the rest of
the battalion a chance to form a proper defensive line to the south of the town. Your men have
literally just thrown themselves to the ground as you hear the sound of whistles and tank engines:
the enemy are upon you again! And you have to stop them!

Map & Terrain


The Factory is a new town: Mussolini’s equivalent of Milton Keynes! It is laid out in a grid pattern
formed by good quality, gravel surfaced roads. The buildings are all red brick, and three or four
storeys high. The town has, however, been heavily damaged by shelling, and the grey areas on the
map represent areas full of piles of rubble or the shells of buildings. The rubble provides excellent
cover, but reduces movement by one initiative die for infantry and two initiative dice for vehicles.

The rest of the terrain is flattish cleared land with only the very slightest cover provided by the
occasional fold in the ground. The brown contour line represents the sort of very shallow hill that
looks flat from a distance and is really only noticeable when you walk up it.

Initial Dispositions
Your men begin the game on the table under Blinds (note: not concealed Blinds, but Blinds)
anywhere south of the centre of the contour in the centre of the battlefield. They may deploy within
the factory itself if they wish. Your troops are falling back, so start the game “gone to ground” but
not dug-in. You have one Blind per platoon available, plus another 2dAv False Blinds.

Objectives and Victory Conditions


Your objective is simple: hold your position. You win the battle if, at the end of the game, you still
have troops on the board north of the southernmost lateral road. Even if the Germans do push you
back behind this road, you can achieve a draw if you still have troops on the table with at least three
initiative dice between them.

Special Rules
Note that your M10’s also have a .50 cal. heavy machine gun mounted on their turret.

134
Elements of 1st Battalion, the London Irish
Company HQ
Major Harry Lofting* (1d6)
1 x Rifle Section (8 men)

1st Platoon
Sergeant James Mcgeown* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

2nd Platoon
Sergeant David Flavelle* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

Tank Destroyer Support Platoon (from US 894th Tank Destroyer Battalion)


1st Lieutenant Bernard T. Schaefer* (1d4+1)
2 x M10 Wolverine

Off-Table Artillery
You may call in an unlimited number of fire missions on the area of the Factory from a variety of
support artillery (including the cruisers USS Brooklyn, HMS Orion, and HMS Phoebe). Artillery
can be called in by the FOO or the most senior Big Man still standing (he uses his turn to do so).
Each time artillery is called in, choose a point within the Factory area, with these points being
consecutively numbered. Each time the Off Table Artillery card appears, the next point on the list
will be hit once i.e. to hit the same spot twice, you must identify that point twice. For example, if
the cards fell Big Man, FOO, Off Table Artillery, Big Man, you could identify point 1, then point 2,
then the artillery would hit point 1, then you could identify point 3 etc. with, say, points 1 and 2
being the same geographical spot.

Be warned that the enemy has the town targeted too: moving your men into the ruins could be
severely damaging to their health!

Troops/Dice 0 1 2 3 4
London Irish 1, 2, 3 4 5, 6 7, 8 -

Vehicle AC Weapon Calibre Speed


M10 Wolverine 4 9 76.2mm Fast

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
PIAT 6 6 6 - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

135
Scenario 13: German Briefing
You are Hauptmann Alois Alzheimer of the 725th Grenadier Regiment. It is February 1944 and you
are part of the ring of steel keeping the Allies hemmed in to their bridgehead near Anzio, south of
Rome, in Italy. For the last couple of weeks, the Allies have battered unsuccessfully at your
defences: desperate to break out of their beachhead and fall onto the rear of your comrades
defending the Gustav Line. Now, as they fall back, exhausted, the initiative has passed into German
hands: and very capable hands they are too! Already the British troops occupying the salient that
poked towards the strategically important town of Campoleone have been forced to retreat. Now
you seek to push them back again by recapturing the small town of Aprilia.

Your force will form the spearhead of the final attack on Aprilia. A few days ago, Kampfgruppe
Gräser pushed the defenders back to the walls of the town, last night your comrades overran the
enemy’s forward positions: now it is time for you to strike and utterly crush your foe! The enemy
are retreating down the western side of Aprilia. They have left a small covering force behind to give
them the chance to reform a proper defensive line south of the town. Smash this force from your
path!

Map & Terrain


Aprilia is a shining example of what a town should look like! It is laid out in a grid pattern formed
by good quality, gravel surfaced roads. The buildings are all red brick, and three or four storeys
high. The town has, however, been heavily damaged by shelling, and the grey areas on the map
represent areas full of piles of rubble or the shells of buildings. The rubble provides excellent
cover, but reduces movement by one initiative die for infantry and two initiative dice for vehicles.

The rest of the terrain is flattish cleared land with only the very slightest cover provided by the
occasional fold in the ground. The brown contour line represents the sort of very shallow hill that
looks flat from a distance and is really only noticeable when you walk up it.

Initial Dispositions
Your troops enter the table under Blinds anywhere along its northern edge. You have one Blind per
platoon available, plus another 2dAv False Blinds.

Objectives and Victory Conditions


Your objective is simple: smash through the British position! You win the battle if, at the end of the
game, you have cleared the British troops from the table.

Off-Table Artillery
You may call in an unlimited number of fire missions on the area of the Factory from a variety of
support artillery (including some huge railroad guns near Albano). Artillery can be called in by the
FOO or the most senior Big Man still standing (he uses his turn to do so).

Each time artillery is called in, choose a point within the Factory area, with these points being
consecutively numbered. Each time the Off Table Artillery card appears, the next point on the list
will be hit once i.e. to hit the same spot twice, you must identify that point twice. For example, if
the cards fell Big Man, FOO, Off Table Artillery, Big Man, you could identify point 1, then point 2,
then the artillery would hit point 1, then you could identify point 3 etc. with, say, points 1 and 2
being the same geographical spot.
Be warned that the enemy has the town targeted too: moving your men into the ruins could be
severely damaging to their health!

136
Elements of 725th Grenadier Regiment

Company HQ
Hauptmann Alois Alzheimer (1d6)
2 x MMG (3 crew)

1st Platoon
Leutnant Adolf (Adi) Dassler (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Ernst Mach (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Franz Johann Mesmer (1d6)
3 x Rifle Squad (8 men each)

4th Platoon
Leutnant Paul von Reuter (1d6)
3 x Rifle Squad (8 men each)

Support Platoon
Oberfeldwebel Felix Reimann* (1d4+1)
2 x StuG III (G)

Support Panzer Platoon


2 x Panzer V Panther (D)

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5 6, 7 8

Vehicle AC Weapon Calibre Speed


Panzer V (D) 9 11 75mm Fast
StuG III (G) 6 8 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -

137
Scenario 14: North of Carroceto
9th/10th February 1944
The Allies now launched a series of counter-attacks to try and drive back the German forces that
had captured Aprilia/the Factory and were still trying to take Carroceto. The US 1st Armoured
Division had been in reserve around the Padiglione Woods, but was now called forward. Four
companies of tanks would be committed to the counter-attack: two light companies and two
medium companies.

At 9am on 9th February, Major Tuck of 1st Battalion, 1st Armoured Regiment was ordered to
attack the Buonriposo Ridge with the Stuart light tanks of A Company. The terrain was, as we have
already seen, somewhat unsuitable for tanks, and once A Company left the main Via Anziate road,
it made slow progress: not helped by the artillery and anti-tank fire rained down upon it by the
Germans holding the heights. However, one Panzer IV was knocked out, and the latest German
attack broken up.
At about noon, B Company, also in Stuarts, was ordered to attack the south side of the ridge. At
first it made good progress by working its way along a dirt road but then hit a minefield, losing two
tanks. Unfortunately the ground around the minefield was sodden, and as the tanks moved off the
road to bypass the danger zone, they sank into deep mud and five became mired. Now the Germans
opened up with intense anti-tank and small-arms fire, and the company was forced to retire with the
loss of seven tanks and their company commander.

At the same time as B Company set out on their mission, the 3rd Battalion, 1st Armoured Regiment
sent two companies of Sherman medium tanks forward to assault the Factory. Company H
advanced up the main road past the Factory until it hit a minefield newly laid by German engineers.
It then turned east and headed for the town itself: coming under heavy fire from the anti-tank guns
that the Germans had positioned there. It then headed around the north side of the town before
withdrawing, having knocked out three Panzer IVs and two anti-tank guns, and engaged at least two
battalions of enemy infantry.
Meanwhile, Company I followed
VALLELATA “THE the “bowling alley” forward, but
RIDGE FACTORY”
RAILWAY was unable to do more than offer
TRACK
limited support to the remnants
of the London Irish: moving off
CARROCETO
RAILWAY the road proved too difficult, and
STATION
the enemy had targeted the tanks
with heavy artillery.
CARROCETO

By the afternoon of 9th


February, the fighting around
EM
BA
both Aprilia and Carroceto had
NK MAIN ROAD
ME
NT “VIA ANZIATE”
slackened off: both sides were
too exhausted too continue. The
Germans took the opportunity to
consolidate their positions on the
Buonriposo Ridge and around
“T RAIL DISU
HE W
BO AY SED
WL TR
Aprilia, and the Allies
ING ACK
MENT

BUONRIPOSO
RIDGE
AL
LE
reorganised. As 1st (British)
Y
Division was now seriously
EMBANK


“THE FLYOVER”
depleted, 2nd Brigade (the
Gordons, North Staffs and
Loyals) went into divisional
138
reserve, being replaced in the line by the US 180th Infantry Regiment. This left the 168th Brigade
(the Berkshires, London Irish and London Scottish) holding the right flank east and south of the
Factory; the Guards Brigade covering Carroceto; and 3rd Brigade (Duke of Wellington’s; Sherwood
Foresters; King’s Shropshire Light Infantry) covering the left flank south of the Buonriposo Ridge.

The focus of the next German attack would be Carroceto railway station. Holding the station and a
thin salient extending north along the railway track was 1st Scots Guards, with No.4 Company of
the Irish Guards and the engineers of 23rd Field Company acting as infantry in the village itself.
South of them, 5th Grenadier Guards held the area of the Flyover (also called the Overpass, and
even the Underpass), backed up by 3rd Battalion, 504th US Parachute Infantry. After an artillery
bombardment lasting all afternoon and early evening, fifteen German tanks and a battalion of
infantry emerged from the factory and attacked the Scots Guards. The situation was stabilised by
heavy artillery fire and a counter-attack by the M10’s of Company B, 894th Tank Destroyer
Battalion.

Introduction
This scenario will focus on the German attack on the Right Flank Company of the Scots Guards
holding the area of Carroceto railway station during the late evening and night of 9th/10th February
1944. One of the forward companies of the Scots will be holding positions out along the railway
track to the north: the Germans will be trying to wipe them out. The Scots will be able to call in
heavy artillery fire, and can expect reinforcements in the form of a small reserve of troops from
Battalion HQ, and then some tank destroyers from the US 894th TD Battalion.

Map & Terrain


The dashed line is the railway track leading north from Carroceto. The long brown oval is a long,
low hill with a cutting for the railway track running through it. Troops in the cutting have excellent
cover from direct fire from the west and east, but are quite exposed to fire from the north and south.
Troops at the bottom of the cutting cannot be seen from the west and east unless their observers are
actually on the edge of the cutting looking down.

The thinner brown lines are rough dirt tracks. The blue line is a small splash-across stream. The rest
of the terrain is the usual gently rolling terrain with little cover except the occasional bush and fold
in the ground.

Initial Dispositions
The Scots may deploy their men under concealed Blinds anywhere between the two dirt tracks
running north-south i.e. in and around the cutting. They can be considered as dug in to trenches and
weapons pits, but have no barbed wire or sandbags. Their reinforcements will all arrive from the
south along the line of the railway track.. The Scots are subject to one pre-game stonk that lands
with 2d6 deviation centred on the centre of the cutting.

The main German force enters the table from anywhere along the eastern edge. Each time the
German Blinds card appears, three Blinds may be entered onto the table. The extra German LMG
teams may deploy anywhere on the northern or western edges of the table, but cannot be deployed
within 12” of a British position.

Objections & Victory Conditions


The British objective is simple: hold their position. They win the battle if, at the end of the game,
they still hold the cutting. Holding the cutting is defined as having no enemy and troops with at
least one initiative dice in the cutting.
The German objective is also simple: smash through the British position! They win the battle if, at
139
the end of the game, they have cleared the British from the cutting.

Special Rules
The first British reinforcements (the infantry) will arrive on the 4th appearance of the Turn Card,
the second British reinforcements (the tank destroyers) will arrive on the 8th appearance of the Turn
Card.

German independent LMG teams fire with 2d6.


This scenario takes place at night. The following rules apply:
• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3.
• All fire outside short range is shifted one column to the right.
• Note the changes to the deviation of the off-table artillery, below.
• Distances for visibility are halved at night. Illuminated targets, however, should be visible from
distances longer than the wargaming table, although terrain features will obscure vision as
normal.
British off-table artillery support must be called in by the senior Big Man on the table, using his
whole turn to do so. Artillery strikes arrive on the third appearance of the Turn Card, with 6d6
deviation. Any Big Man that can see where the shells fall may act as an FOO, correcting the aiming
point by 1d3” each turn they spend doing so.

Notes on Big Men


The Big Men from the Scots Guards are all actual guardsmen who became casualties during the
Anzio operation. The German Big Men are Germans and Austrians who have given their name to
something (Adolf (Adi) Dassler is the founder of Adidas) apart from Leutnant Hammelschulter who
seems to be on loan from the 29th Panzer Grenadier Division (see Scenario 12)!

The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Turn Card Big Man x 3 Big Man x 6
Company HQ Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
Tank Destroyer Platoon 3rd Platoon
Off-Table Artillery 4th Platoon
Rally Panzer Platoon 1
Heroic Leader Panzer Platoon 2
PIAT Bonus Fire MMG Bonus Fire
Add for 1st Reinforcements Blitzkrieg
` Big Man x 1 Rapid Deployment
3rd Platoon Dynamic Commander
Skirl Of The Pipes Rally
Dynamic Commander Vehicle Breakdown
Add for 2nd Reinforcements LMG Platoon
Tank Destroyers
Vehicle Breakdown

140
Scenario 14: Map

141
Scenario 14: Allied Briefing
You are Major Christopher Fletcher of 1st Scots Guards. It is February 1944, and you are part of the
force holding the Anzio beachhead against German attacks designed to drive the Allies back into
the sea!
The Scots Guards, or what’s left of them, are currently holding the small village of Carroceto, just
north of Anzio. You and your men are holding a thin salient extending out along the railway track
north of Campoleone railway station. With the London Irish now kicked out of the Factory, you are
now effectively the nut in the nutcracker between the German forces attacking from the east and the
west: and we all know what happens to nuts in nutcrackers, don’t we now!

The enemy artillery barrage that has been plaguing you all afternoon and evening has finally lifted.
Not really a relief, as you know that that means an attack is on the way. At least you have the
benefits of a strong position: your men are currently dug into a railway cutting that should provide
excellent cover.

It’s now midnight, and you can hear the rumble of tank engines. Here they come, lads!

Map & Terrain


The dashed line is the railway track leading north from Carroceto. The long brown oval is a long,
low hill with a cutting for the railway track running through it. Troops in the cutting have excellent
cover from direct fire from the west and east, but are quite exposed to fire from the north and south.
Troops at the bottom of the cutting cannot be seen from the west and east unless their observers are
actually on the edge of the cutting looking down.

The thinner brown lines are rough dirt tracks. The blue line is a small splash-across stream. The rest
of the terrain is the usual gently rolling terrain with little cover except the occasional bush and fold
in the ground.

Initial Dispositions
You may deploy your men under concealed Blinds anywhere between the two dirt tracks running
north-south i.e. in and around the cutting. They can be considered as dug in to trenches and
weapons pits, but have no barbed wire or sandbags. You are subject to one pre-game stonk.
Any reinforcements will all arrive from the south along the line of the railway track. Colonel
Wedderburn has promised you some more men, and you’re hoping that there are some American
tank busters around as well. Note that you also know that there are German infiltration teams in the
area: so you need to watch your backs as well as your fronts!

Objections & Victory Conditions


Your objective is simple: hold your position. You win the battle if, at the end of the game, you still
hold the cutting. Holding the cutting is defined as having no enemy and troops with at least one
initiative dice in the cutting.

Off-Table Artillery
You may call in unlimited fire missions from 4 x 155mm howitzers but (because it is night-time) be
aware that deviation is doubled; and your ability to correct the fall of shot, provided of course that
you can even see where the shells land, is halved.

142
Right Flank Company, 1st Battalion Scots Guards & Supports

Company HQ
Major Christopher Fletcher* (1d6)
1 x Rifle Section (8 men)
1 x MMG (3 crew)

1st Platoon
Captain Anthony Melville Balfour* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

2nd Platoon
Lieutenant Christopher Henry Beaumont Pease* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

1st Reinforcements

3rd Platoon
Company QM Sergeant John E. Morrison* (1d6)
3 x Rifle Section (8 men each)
1 x 2” Mortar (2 crew)
1 x PIAT (2 crew)

2nd Reinforcements

Platoon from B Company, 894th Tank Destroyers


4 x M10 Wolverine

Troops/Dice 0 1 2 3 4
Scots Guards 1, 2 3 4 5, 6 7, 8

Vehicle AC Weapon Calibre Speed


M10 Wolverine 4 9 76.2mm Fast

0- 4- 8- 12- 16-
Infantry AT
4” 8” 12” 16” 24”
PIAT 6 6 6 - -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

143
Scenario 14: German Briefing
You are Hauptmann Alois Alzheimer of the 725th Grenadier Regiment. It is February 1944 and you
are part of the ring of steel keeping the Allies hemmed in to their bridgehead near Anzio, south of
Rome, in Italy.

For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the British troops occupying the salient that poked towards the
strategically important town of Campoleone have been forced to retreat, and yesterday you helped
eject them from the small town of Aprilia.

Now the target is the railway station at Carroceto, and it is the 725th who will take it! Kampfgruppe
Alzheimer’s mission is to annihilate the small force of enemy who hold a position in a railway
cutting just to the north of Carroceto. The enemy has been bombarded all afternoon and evening
and now, as night falls, it is time for you to go in and finish the job! Raus! Raus! Forward!

Map & Terrain

The dashed line is the railway track leading north from Carroceto. The long brown oval is a long,
low hill with a cutting for the railway track running through it. This is where the British position is
located. The thinner brown lines are rough dirt tracks. The blue line is a small splash-across stream.
The rest of the terrain is the usual gently rolling terrain with little cover except the occasional bush
and fold in the ground.

Initial Dispositions

Your main force enters the table from anywhere along the eastern edge. Each time the German
Blinds card appears, three Blinds may be entered onto the table. Your extra LMG teams may deploy
individually anywhere on the northern or western edges of the table, but cannot be deployed within
12” of a British position.

Objections & Victory Conditions

Your objective is simple: smash through the British position! You win the battle if, at the end of the
game, you have cleared the British from their positions within the cutting.

Special Rules

Your independent LMG teams fire with 2d6.

Each German Big Man carries one Panzerfaust 30 which they can either keep to use themselves or
pass to a section of infantry.

144
Elements of 725th Grenadier Regiment: Kampfgruppe Alzheimer

Company HQ
Hauptmann Alois Alzheimer (1d6)
2 x MMG (3 crew)

1st Platoon
Leutnant Adolf (Adi) Dassler (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Ernst Mach (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Franz Johann Mesmer (1d6)
3 x Rifle Squad (8 men each)

4th Platoon
Leutnant Paul von Reuter (1d6)
3 x Rifle Squad (8 men each)

Panzer Platoon 1
2 x Panzer IV (H)

Panzer Platoon 2
2 x Panzer V Panther (D)

LMG Platoon
Leutnant Heinreich Hammelschulter (1d6)
4 x LMG Teams (2 crew each)

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5 6, 7 8

Vehicle AC Weapon Calibre Speed


Panzer V (D) 9 11 75mm Fast
Panzer IV (H) 6 8 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -
Panzerfaust 30 10 10 - - -

145
Scenario 15: Carroceto Again
10th February 1944
Although their first attack had failed, the Germans were still determined to take Carroceto. A
second attack hit the Grenadier Guards and Paratroopers at around 0430hrs on 10th February,
leading to them fighting in three directions at once (north and east against enemy troops from the
Factory, and west against enemy troops from the Buonriposo Ridge), with the Allied positions only
being held after intervention from a squadron of the 46th Royal Tank Regiment.

Meanwhile the two forward companies of the Scots Guards had been overrun. The rest retreated
back to the embankment carrying the disused railway line just south of Carroceto and there grimly
held on. From the war diary of the Irish Guards:

The embankment was a scene of peculiar desolation. The rain beat down on a litter of smashed
equipment and burned out vehicles, shattered ammunition and derelict tanks. Lying on his back was
a Gunner officer, shot through the head and then run over by a tank. It was not a pretty sight. Up
on the embankment the sodden exhausted remains of two battalions crouched in their slit trenches.
Battalion HQ was in a culvert under the embankment, where the Battalion RAP had been, knee-
deep in water and crowded to capacity. Looking tired, but unmoved in the babel, was Colonel
Wedderburn of the Scots Guards, surrounded by Americans, Sappers, Gunners—all that could be
scraped together to reinforce the Scots Guards and the Grenadiers. Outside, snuggled close up to
the embankment, were four American tank-destroyers, the only comforting sight to be seen.

The Germans gradually forced their way forward: elements of 29th Panzer Grenadier Division
advancing west from the Factory; Pfeiffer’s kampfgruppe advancing along the embankment from
the north-west; and kampfgruppe Gericke coming down between them from the Vallelata Ridge.

The bridge where the embankment carrying the disused railway line crossed the main Via
Anziate. The rubble in the distance is the remains of Carroceto.
146
Soon the fighting was in the village itself: the Germans sending forward tanks to blast the defenders
out. As the adjutant of the Scots Guards reported to brigade: “There is a fucking great German tank
sitting outside my door demolishing my house brick by brick”! No.4 Company of the Irish Guards
and the 23rd Field Company, holding the railway station building itself, were attacked by four
tanks, two self-propelled guns and a hoard of paratroops. Only a platoon of the engineers survived.

Before long, the British and American troops were forced out of the village and off the embankment
and had to retreat towards the positions of the Grenadier Guards and American Paratroops along the
line of the Flyover. A counter-attack supported by tanks briefly retook Carroceto later in the
morning, but by the end of the day the Allies had been pushed out of the village again. The British
1st Division had been battered almost out of existence: although the official history gives the
remaining strengths of its battalions as being between 30-65%, other estimates put the figures as
much lower at between 20-46%. Carroceto was now also firmly in German hands.

Introduction
This scenario will focus on the German attack on Carroceto itself. A mixed bag of British and
American troops will try and hold the town against German attacks from two different directions at
once.

Map & Terrain


The map is the same as for Scenario Two. The brown line represents the disused railway bed that
lies on top of an embankment. The embankment is about nine feet high, and provides excellent
cover for troops sheltering behind it. It can only be crossed by wheeled vehicles at the bridges;
tracked vehicles may cross it, but roll a d6 to do so, bogging down on a roll of ‘6’.

The dashed line is a railway track. Tracked vehicles and infantry may move at normal speed along
it, wheeled vehicles halve their movement. The blue line is a substantial stream that can only be
crossed by wheeled vehicles at the bridges. Infantry and tracked vehicles deduct two initiative dice
to cross the stream. The roads are good quality surfaces: any Vehicle Breakdown cards only apply if
travelling off-road. The western end of the main road, up to where it kinks before the first bridge, is
tree-lined, but the trees are in winter mode: no leaves.
The buildings of Carroceto are one– or two-storey, whitewashed farms, barns and outhouses, with
windows on most sides. The grey “crossed” building is Carroceto Railway Station. The three
buildings at the Factory are modern, good quality, two– or three-storey, red brick affairs. Those
who have played Scenario Two will remember that the red “crossed” building is the local
headquarters of the Fascist party.

The rest of the terrain should be a mixture of scrub and reclaimed farmland. In addition to the two
gentle hills shown, Umpires should add folds in the ground and the odd patches of low greenery.
There is not a lot of cover!

Initial Dispositions
The Irish Guards and Sappers start the game anywhere within the six buildings of Carroceto itself.
At least one section must occupy the railway station building. They are all considered well dug in:
either barricaded into buildings or in good quality trenches and weapons pits.

The Scots Guards begin the game around the bridge where the railway track crosses the stream.
They are also considered as well dug-in to trenches and weapons pits. The Grenadier Guards,
American Parachute Infantry and the tank destroyers begin the game defending the embankment
carrying the disused railway track. They should be concentrated in the area between and around the
two bridges. The PIATs, bazookas and MMGs may be deployed wherever the Allied player wishes.

147
All Allied troops begin the game under concealed Blinds: one per platoon.

The German troops enter the table under Blinds at two different points. Those from kampfgruppe
Gericke enter the table from its northern edge anywhere on or between the road and the railway
track. They have seven Blinds at their disposal, up to three of which may be False. Those from
kampfgruppe Gräser enter the table from its eastern edge anywhere on or between the two roads.
They also have seven Blinds at their disposal, up to three of which may be False. Each time the
German Blinds card appears, the German player rolls a d3 for each kampfgruppe, with the number
shown being the number of Blinds that may enter the table.

Objectives & Victory Conditions


The Allied objective is simple: hold their positions against German attacks. They win victory if they
hold the line of the disused railway embankment, and a great victory if they also hold Carroceto.

The German objective is to take the line of the disused railway embankment. They win a victory if
they manage to do so. Generous Umpires might award them a draw if they fail to take the line of the
embankment but do manage to take Carroceto.

Notes on Big Men


The British Big Men are all actual combatants from the Anzio campaign. The German
Fallschirmjäger Big Men are all aviators who won the Blue Max during WW1. The other German
Big Men are popular German recipes.

The Cards

Game Cards British Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown Big Man x 4 11th Parachute Infantry
Position HQ Big Man x 4
Grenadier Guards Company HQ
504th Parachute Infantry 1st Platoon
Tank Destroyers 2nd Platoon
Irish Guards 3rd Platoon
Sappers Sniper
Scots Guards Panzers
Off Table Artillery Assault Guns
Skirl Of The Pipes 29th Panzer Grenadiers
` Heroic Leader Big Man x 6
PIAT/Bazooka Bonus Fire 1st Platoon
Rally x 2 2nd Platoon
Dynamic Commander 3rd Platoon
Heavy Platoon
Panzers
Off-Table Artillery
General
Rapid Deployment
Blitzkrieg
Dynamic Commander
MMG Bonus Fire
Mortar Bonus Fire
Rally
148
Scenario 15: Map

149
Scenario 15: Allied Briefing
You are Colonel David Wedderburn of 1st Scots Guards. It is February 1944, and you are part of
the force holding the Anzio beachhead against German attacks designed to drive the Allies back
into the sea!
The Guards Brigade or what’s left of it, is currently holding the small village of Carroceto, just
north of Anzio. The Irish Guards are in the village itself, along with some Sappers; the Grenadiers,
along with some American parachutists, are the back-stop at the rear of the position; and your own
Scots Guards are somewhere to the north, holding the approaches.
You are now effectively brigade commander, and your job is to hold Carroceto for long enough for
General Penney to persuade the Yanks in charge to send you some proper reinforcements. More of
the excellent parachutists will do, or more tanks and tank destroyers! The Germans are now
attacking from both the north and the east, and are probably about to do so from the west as well!

It is now early in the morning, just after dawn, and raining hard. After a lull lasting a couple of
hours, the noise of fighting from Carroceto is again rising to a crescendo. Here come the Hun!

Map & Terrain


The brown line represents the disused railway bed that lies on top of an embankment. The
embankment is about nine feet high, and provides excellent cover for troops sheltering behind it. It
can only be crossed by wheeled vehicles at the bridges; tracked vehicles may cross it, but roll a d6
to do so, bogging down on a roll of ‘6’.

The dashed line is a railway track. Tracked vehicles and infantry may move at normal speed along
it, wheeled vehicles halve their movement. The blue line is a substantial stream that can only be
crossed by wheeled vehicles at the bridges. Infantry and tracked vehicles deduct two initiative dice
to cross the stream. The roads are good quality surfaces: any Vehicle Breakdown cards only apply if
travelling off-road. The western end of the main road, up to where it kinks before the first bridge, is
tree-lined, but the trees are in winter mode: no leaves.

The buildings of Carroceto are one– or two-storey, whitewashed farms, barns and outhouses, with
windows on most sides. The grey “crossed” building is Carroceto Railway Station. The three
buildings at the Factory are modern, good quality, two– or three-storey, red brick affairs. The rest of
the terrain is a mixture of scrub and reclaimed farmland. There is not a lot of cover!

Initial Dispositions
The Irish Guards and Sappers start the game anywhere within the six buildings of Carroceto itself.
At least one section must occupy the railway station building. They are all considered well dug in:
either barricaded into buildings or in good quality trenches and weapons pits.

The Scots Guards begin the game around the bridge where the railway track crosses the stream.
They are also considered as well dug-in to trenches and weapons pits.

The Grenadier Guards, American Parachute Infantry and the tank destroyers begin the game
defending the embankment carrying the disused railway track. They should be concentrated in the
area between and around the two bridges. The Mixed Guards, FOO, PIAT teams, bazooka team and
MMGs may be deployed wherever the Allied player wishes.

All Allied troops begin the game under concealed Blinds: one per platoon.
You can expect the Germans to attack from the north, and westwards from the Factory. As the
terrain is now fairly waterlogged, all vehicles will probably stick to the roads.
150
Objectives & Victory Conditions
Your objective is simple: hold your positions against any German attacks. You win a victory if you
hold the line of the disused railway embankment, and a great victory if you hold Carroceto as well.

The Defenders of Carroceto


Position HQ
Colonel David Wedderburn* (1d6)
1 x Section of Mixed Guards (8 men)
1 x Forward Observer
2 x PIAT (2 crew each)
1 x Bazooka (2 crew)
2 x MMG (3 crew each)

Platoon from the Grenadier Guards


Lieutenant The Honourable V.S. de R. Canning* (1d6)
2 x Rifle Section (6 men each)

Platoon from 3rd Battalion, 504th Parachute Infantry


2 x Carbine Squad (10 men each)
Support from 894th Tank Destroyer Battalion
2 x M10 Wolverine

Platoon from the No.4 Company, the Irish Guards


Captain John St.George Gunston* (1d6)
2 x Rifle Section (6 men each)

Platoon from 23rd Field Company (fighting as infantry)


2 x Rifle Section (8 men each)

Platoon from the Scots Guards


Captain Anthony Melville Balfour* (1d6)
2 x Rifle Section (6 men each)

Off-Table Artillery

You have access to an unlimited number of fire missions from four 25lbers.

Troops/Dice 0 1 2 3 4 0- 4- 8- 12- 16-


Infantry AT
4” 8” 12” 16” 24”
All Guards 1, 2 3 4 5, 6 7, 8
23rd Field Co. 1, 2, 3 4, 5 6 7, 8 - PIAT 6 6 6 - -

504th Parachute 1, 2, 3 4 5 6, 7, 8 9, 10 Bazooka 8 8 8 8 -


Infantry Section 2 - - - -
MMG 2 2 2 1 1

Vehicle AC Weapon Calibre Speed


M10 Wolverine 4 9 76.2mm Fast

151
Scenario 15: German Briefing
You are Major Oswald Boelcke from the 11th Parachute Regiment. It is February 1944 and you are
part of the ring of steel keeping the Allies hemmed in to their bridgehead near Anzio, south of
Rome, in Italy.
For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the British troops occupying the salient that poked towards the
strategically important town of Campoleone have been forced to retreat, and two days ago they
were ejected from the small town of Aprilia.

Now the target is the railway station at Carroceto and the route south along the main Via Anziate.
The battered remains of an Allied brigade holds the town and the embankment to the south: along
with your colleagues from kampfgruppe Gräser, you must crush all resistance!

Map & Terrain


The brown line represents a disused railway bed that lies on top of an embankment. The
embankment is about nine feet high, and provides excellent cover for troops sheltering behind it. It
can only be crossed by wheeled vehicles at the bridges; tracked vehicles may cross it, but roll a d6
to do so, bogging down on a roll of ‘6’.

The dashed line is a railway track. Tracked vehicles and infantry may move at normal speed along
it, wheeled vehicles halve their movement. The blue line is a substantial stream that can only be
crossed by wheeled vehicles at the bridges. Infantry and tracked vehicles deduct two initiative dice
to cross the stream. The roads are good quality surfaces: any Vehicle Breakdown cards only apply if
travelling off-road. The western end of the main road, up to where it kinks before the first bridge, is
tree-lined, but the trees are in winter mode: no leaves.

The buildings of Carroceto are one– or two-storey, whitewashed farms, barns and outhouses, with
windows on most sides. The grey “crossed” building is Carroceto Railway Station. The three
buildings at the Factory are modern, good quality, two– or three-storey, red brick affairs. The rest of
the terrain is a mixture of scrub and reclaimed farmland. There is not a lot of cover!

Initial Dispositions
Your troops enter the table under Blinds at two different points. Those from kampfgruppe Gericke
enter the table from its northern edge anywhere on or between the road and the railway track. They
have seven Blinds at their disposal, up to three of which may be False. Those from kampfgruppe
Gräser enter the table from its eastern edge anywhere on or between the two roads. They also have
seven Blinds at their disposal, up to three of which may be False. Each time the German Blinds card
appears, roll a d3 for each kampfgruppe, with the number shown being the number of Blinds that
may enter the table.

Objectives & Victory Conditions


Your objective is to take the line of the disused railway embankment, focussing in particular on the
approaches to it along the main Via Anziate. You win a victory if you manage to do so.

Off-Table Artillery
You have access to an unlimited number of fire missions from two 120mm Mortars (regimental
assets).

152
Elements of 11th Parachute Regiment from Kampfgruppe Gericke
Company HQ
Major Oswald Boelcke (1d6)
1 x Rifle Squad (8 men, 2 LMG’s)
2 x MMG (3 crew each)
1 x Sniper
1st Platoon
Leutnant Robert Ritter von Greim (1d6)
3 x Rifle Squad (8 men and 2 LMG’s each)

2nd Platoon
Leutnant Max Immelmann (1d6)
3 x Rifle Squad (8 men and 2 LMG’s each)

3rd Platoon
Leutnant Theo Osterkamp (1d6)
3 x Rifle Squad (8 men and 2 LMG’s each)

Panzer Platoon
2 x Panzer IV (H)

Assault Gun Platoon


2 x StuG III (G)

Elements of 29th Panzer Grenadier Regiment from Kampfgruppe Gräser


Company HQ
Major Sascha Sauerbrauten (1d6)
Oberleutnant Bastian Bratwurst (1d6)
1 x Forward Observer
1 x Kubelwagon
1st Platoon Troops/Dice 0 1 2 3 4
Leutnant Fabian Fastnachts (1d6) 11th Parachute 1, 2, 3 4 5 6, 7 8
3 x Rifle Squad (8 men each)
29th Pnzr Gren 1, 2, 3 4 5, 6 7, 8 -
2nd Platoon
Leutnant Patrick Pfankuchen (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon 0- 4- 8- 12- 16-


Leutnant Eberhard Eisbein (1d6) Infantry AT 4” 8” 12” 16” 24”
3 x Rifle Squad (8 men each)
MMG 2 2 2 1 1
Heavy Platoon
2 x MMG (3 crew each) Infantry Section 2 - - - -
2 x 81mm Mortar (3 crew each)
1 x 75mm Infantry Gun plus horse-drawn limbers (5 crew each)
2 x Truck
Panzer Platoon Vehicle AC Weapon Calibre Speed
Oberfeldwebel Karl Popper (1d4) Panzer V (D) 9 11 75mm Fast
2 x Panzer V Panther (D)
Panzer IV (H) 6 8 75mm Average
StuG III (G) 6 8 75mm Average
153
Scenario 16: Aprilia Again
11th February 1944
Although the fighting died down during the 10th February, it was obvious that an immediate
counter-attack would be necessary if the Germans were to be prevented from permanently
establishing themselves at Carroceto and Aprilia (aka the Factory). General Penney was adamant
that 1st (British) Division was now too weak to launch such as assault and, in fact, would probably
need reinforcing if the line of the Flyover was to be held at all. Lucas reluctantly agreed with him,
and relieved Penny’s 2nd Brigade with the 180th Infantry from US 45th Division, and sent forward
the 179th Infantry (also from US 45th Division) both to relieve his 3rd Brigade and to attack
Aprilia. The men from the 179th would be accompanied by two companies of the 191st Tank
Battalion.

The plan was for one tank company to drive up the Via Anziate through the overpass just south of
Carroceto and then turn west towards Aprilia. Simultaneously, the other tank company would move
up the north-south road just east of town and strike it from the south-east. 1st Battalion, 179th
Infantry regiment (commanded by Lieutenant Colonel Wayne L. Johnson) would attack with the
tanks. Holding the Factory were the men of 10th and 12th Companies of the German 725th Infantry
Regiment, with support from both tanks and self-propelled guns. Unfortunately for the Americans,
just before their assault was due to begin, an intercepted radio message alerted the Germans to the
forthcoming attack, and their troops would not only be fully ready for action, but had had time to be
reinforced by the 1st Company, 725th Infantry Regiment.

At 0630hrs on 11th February, following a fifteen minute artillery bombardment, Company A of


191st Tank Battalion headed through the overpass. Almost immediately, the lead tank was hit and

154
brewed up by accurate anti-tank fire. A second tank was blown up 200 yards further down the road,
and the accompanying infantry (Company A, 1st Battalion, 179th Infantry) was pinned down by
machine gun fire from positions located within the Factory. After shelling the south-west corner of
the Factory, the tanks, and accompanying infantry, withdrew behind a smoke screen. At 1030hrs,
Company A tried to assault the Factory again, sending six tanks forward to the overpass, but were
again driven back by accurate anti-tank fire.

Meanwhile, Company B of 191st Tank Battalion, supported by Company B, 1st Battalion, 179th
Infantry, had reached the road junction south-east of the Factory, and bombarded the buildings until
it ran short of ammunition and withdrew to re-arm, leaving one tank forward as an observer for the
27th Armoured Field Artillery Battalion.

The American attacks resumed at 1300hrs: with the concentrated fire forcing German tanks and
self-propelled guns to withdraw along the lateral road to the east. Two Panzer IIIs were knocked
out, and their crews shot down by men from the 3rd Battalion, 179th Infantry, dug in to the south of
the lateral road. Then, under cover of a smoke screen, Company A, 179th Infantry fought its way
into the Factory, but became embroiled in bitter close quarter fighting with enemy infantry that had
sheltered from the various barrages in a deep basement, and now emerged to do battle. Surprised,
outnumbered and scattered amongst the buildings, Company A were forced to withdraw: reduced to
three officers and forty enlisted men.

Meanwhile, Company B had also fought their way to the outskirts of the Factory, but were
themselves forced to retire under pressure from an enemy counter-attack launched by tanks from the
lateral road and supported by artillery. The American infantry had been caught unsupported by their
tanks, who had withdrawn to replenish ammunition supplies.

At 0200hrs on 12th February, the American troops attacked for a third time. Companies B and C of
1st Battalion, 179th Infantry attacked from the south and south-west respectively, supported by
Company C of 191st Tank Battalion. Unfortunately, the American tanks ran into a minefield that
the Germans had hastily laid during the night and, rather than be sitting ducks, were forced to retire
behind some farm buildings and shell the Factory from a distance. Nevertheless, by 0430hrs, both
infantry companies had fought their way into the town, but were then forced to retire by a strong
German counter-attack.

The Germans made no attempt to follow up their counter-attack by driving forward out of the
Factory, so the Americans were able to dig in some 500 yards to the south of the now-ruined town.
Any further actions would be forestalled by Operation Fischfang: the main German drive to force
the Allies from Anzio altogether.

Introduction

This scenario will focus on the American attempts to re-take the Factory. As can be seen from the
above, the game would ideally consists of three companies of German infantry (1st, 10th and 12th
from 725th Infantry Regiment) plus supports defending against a two-pronged attack from two
companies of American infantry (Companies A & B from 179th Infantry) with two companies of
Shermans (Companies A & B from 191st Tank Battalion) in support. Unfortunately, that is a bit big
for a normal evening’s play of a company-sized game like IABSM, so I have shrunk the sides
down: effectively making each company into two platoon force. Players who do have the time, table
and figures to play the full sized encounter should use the standard company OB’s from the
appropriate supplement book.

155
Map & Terrain

The Factory is represented by the buildings in the centre of the table. Set up a small grid of good
quality roads, then add buildings to fill up the grey areas shown on the map. The brown line to the
left is a lesser quality track. The buildings should all be good quality, red brick buildings two– or
three– storeys high, but with extensive damage from shelling. Some areas will be almost rubble.

The main road to the west is the Via Anziate, with the overpass carrying the disused railway line in
the south-western corner of the map. There is a significant stream passing underneath this road
further north: this stream can only be crossed by men on foot or tracked vehicles, and then at a cost
of two initiative dice to do so.

The brown dotted lines in the south-eastern corner of the map are trenches containing the platoon of
American infantry from 3rd Battalion, 179th Infantry Regiment. They should be as far into the
south-eastern corner of the table as possible, and are really covering the lateral road running east
from the Factory.

The rest of the terrain is the usual generally featureless expanse of fields, dotted by the odd
whitewashed farmhouse. There really should be little or no other cover on the table.

Initial Dispositions

The German troops begin the game anywhere within the Factory itself. They are dug in amongst the
ruins and rubble, and can be considered to be in very good cover. They start the game under
concealed Blinds.

The US Company A troops begin the game just off table south of the Overpass. The US Company
B troops begin the game just off the table on the road directly south of the Factory. Each time the
American Blinds card appears, the US player may enter 1dAv Blinds onto the table, which may be
split between the two roads as he sees fit. He may thus concentrate on one jump off point, or
attempt some kind of pincer movement. The US attacking forces have one Blind available per
platoon, plus 1d3 extra Blinds at each jump off point.

The platoon from the 3rd Battalion is positioned in the trenches at the south-east corner of the table.
They should not be allowed to leave their trenches except under exceptional circumstances.

Objectives and Victory Conditions

The US objective is simple: re-take the Factory. They win the battle if, at the end of the game, they
have ejected all German troops from the buildings comprising the town.

The German objective is also simple: hold the Factory. They win the battle if, at the end of the
game, they still have troops with at least one initiative die occupying any of the buildings of the
Factory.

Special Rules

If the Germans decide to withdraw from the Factory at any time, then they should use the lateral
road running off to the east.

The German StuGs will fire on individual cards (SP Anti-Tank) as they are operating in anti-tank
mode.

156
The FOOs accompanying the tank platoons must be assigned into a particular tank. They may only
leave that tank once it has been deployed onto the table.

Notes on Big Men

All the American Big Men are men from A and B Companies of the 179th Infantry Regiment who
were KIA at Anzio. The German Big Men are all named after large German towns.

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown Off-Table Artillery AT Bonus Fire x 2
Rapid Deployment MMG Bonus Fire
Dynamic Commander Rally
Rally Dynamic Commander
3rd Battalion, 179th Heroic Leader
Attack Force Able 1st Company
Big Man x 3 Big Man x 3
Able HQ 1st Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
` Able Weapons Platoon 10th Company
Able Tanks Big Man x 3
Able FOO 10th Company HQ
Attack Force Baker 28th Platoon
Big Man x 3 29th Platoon
Baker HQ 12th Company
4th Platoon Big Man x 3
5th Platoon 12th Company HQ
Baker Weapons Platoon 34th Platoon
Baker Tanks 35th Platoon
Baker FOO Support Troops
Big Man x 6 Panzer Platoon
Anti- Tank Guns x 3
SP Anti-Tank Guns x 3
Big Man x 9

157
Scenario 16: Map

158
Scenario 16: US Briefing
You are Captain John Hefele of Able Company, the 179th Infantry Regiment. As part of 45th
Infantry Division, you have recently been landed on the Italian coast near a small town named
Anzio as part of a force whose aim is to drive inland and smash into the rear of the German
defenders of the Gustav Line.

Well that ain’t gonna happen now! Mr Kraut has managed to throw a ring of steel around the Anzio
beachhead, and if things don’t get better pretty goddamn soon, you and the rest of 179th will be
swimming home!

Your regiment has been moved up from reserve to prop up the Limeys that are being pushed back
from their positions around Campoleone. A couple of days ago the Brits were also rather
unceremoniously ejected from a town called Aprilia but known to all as the Factory. It’s time to
push the Krauts back out of Aprilia, and the 179th has been given the job of doing so.

The Colonel has given you two companies of infantry and two companies of medium tanks. That
should easily be enough to deal with the situation. Orders are to attack in a two-pronged formation,
tanks to the fore. They’ll keep the enemy’s heads down whilst the footsloggers get into the
buildings. Forward the Thunderbirds!

Map & Terrain

Aprilia, or “The Factory” is in the centre of the table. It is one of Mussolini’s model fascist
settlements: designed and laid out to a pre-set grid pattern. The buildings are all good quality, red
brick buildings two– or three– storeys high, but now with extensive damage from shelling. Some
areas will probably be almost rubble.

The main road to the west is the Via Anziate, with the overpass carrying the disused railway line in
the south-western corner of the map. There is a significant stream passing underneath this road
further north: this stream can only be crossed by men on foot or tracked vehicles, and then at a cost
of two initiative dice to do so.

The brown dotted lines in the south-eastern corner of the map are trenches containing the platoon of
American infantry from 3rd Battalion, 179th Infantry Regiment. They are covering the lateral road
running east from the Factory.

The rest of the terrain is the usual generally featureless expanse of fields. Worryingly, there seems
to be little or no cover on the table. Better hope the tanks can keep the enemy’s heads down!

Initial Dispositions

Able Force begins the game just off table south of the Overpass. Baker Force begins the game just
off the table on the road directly south of the Factory. Each time the American Blinds card appears,
you may enter 1dAv Blinds onto the table, which may be split between the two roads as you see fit.
You have one Blind available per platoon, plus 1d3 extra Blinds at each jump off point.

The platoon from the 3rd Battalion is positioned in the trenches at the south-east corner of the table.
They are not allowed to leave their trenches except under exceptional circumstances.

159
Objectives and Victory Conditions

Your objective is simple: re-take the Factory. You win the battle if, at the end of the game, you have
ejected all German troops from the buildings comprising the town.

Special Rules

The FOOs accompanying the tank platoons must be assigned into a particular tank. They may only
leave that tank once it has been deployed onto the table.

Attack Force Able

Troops from Company A, 1st Battalion, 179th Infantry Regiment

Able Company HQ
Captain John Hefele* (1d6)
1 x Rifle Squad (10 men)
1 x Bazooka (2 crew)

1st Platoon
Lieutenant Paul Goforth* (1d6)
3 x Rifle Squad (10 men each)

2nd Platoon
Staff Sergeant Arville Wheldon Littleton* (1d6)
3 x Rifle Squad (10 men each)

Weapons Platoon
2 x 60mm Mortar (2 crew each)
2 x MMG (3 crew each)

Tanks from Company A, 191st Tank Battalion


5 x M4 Sherman
1 x FOO

Attack Force Baker

Troops from Company B, 1st Battalion, 179th Infantry Regiment

Baker Company HQ
Captain Stuart R Dobbins* (1d6)
1 x Rifle Squad (10 men)
1 x Bazooka (2 crew)

4th Platoon
Lieutenant Robert M. Barnhart* (1d6)
3 x Rifle Squad (10 men each)

5th Platoon
Sergeant James J. West* (1d6)
3 x Rifle Squad (10 men each)

160
Weapons Platoon
2 x 60mm Mortar (2 crew each)
2 x MMG (3 crew each)

Tanks from Company B, 191st Tank Battalion


5 x M4 Sherman
1 x FOO

Troops from 3rd Battalion, 179th Infantry Regiment

3 x Rifle Squad (10 men each)


1 x MMG (3 crew each)

Off-Table Artillery

You have an unlimited number of fire missions from three M7 Priests from the 27th Armoured
Field Artillery Battalion (105mm guns).

Troops/Dice 0 1 2 3 4
179th Inf. Rgt. 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

0- 4- 8- 12- 16-
Infantry AT

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

161
Scenario 16: German Briefing
You are Major Gustav Gottingen from the 1st Company of the 725th Infantry Regiment. It is
February 1944 and you are part of the ring of steel keeping the Allies hemmed in to their
bridgehead near Anzio, south of Rome, in Italy.

For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the British troops occupying the salient that poked towards the
strategically important town of Campoleone have been forced to retreat, and over the last two days
they have been ejected from the small towns of Aprilia and Carroceto.

Now the Amis seek to recapture Aprilia and it is your job to stop them. Early this morning, an
intercepted radio message revealed that an enemy attack was imminent, and your company was
rushed into the town to join the other two companies already there. You spent the rest of the night in
a deep cellar to avoid the American pre-attack bombardment and, as this lifts, have just emerged
into the pale dawn to take up your defensive positions. The Americans will not take Aprilia again!

Map & Terrain

Aprilia is in the centre of the table. It is one of Mussolini’s model fascist settlements: designed and
laid out to a pre-set grid pattern. The buildings are all good quality, red brick buildings two– or
three– storeys high, but now with extensive damage from shelling. Some areas are almost rubble.

The main road to the west is the Via Anziate, with the overpass carrying the disused railway line in
the south-western corner of the map. There is a significant stream passing underneath this road
further north: this stream can only be crossed by men on foot or tracked vehicles, and then at a cost
of two initiative dice to do so.

The brown dotted lines in the south-eastern corner of the map are trenches containing some
American infantry. The rest of the terrain is the usual generally featureless expanse of fields: it will
give the enemy almost no cover as they advance forward.

Initial Dispositions

Your troops begin the game anywhere within the Factory itself. They are dug in amongst the ruins
and rubble, and can be considered to be in very good cover. They start the game under concealed
Blinds.

Objectives and Victory Conditions

Your objective is simple: hold the Factory. You win the battle if, at the end of the game, you still
have troops with at least one initiative die occupying any of the buildings of the Factory.

Special Rules

In the obviously unlikely event that you need to withdraw from your positions within the factory,
you must use the lateral road running off to the east.

162
Troops from 1st Company, 725th Infantry Regiment
1st Company HQ
Major Gustav Gottingen (1d6)
2 x MMG

1st Platoon
Hauptmann Otto Oldenburg (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Oberleutnant Norbert Neuss (1d6)
3 x Rifle Squad (8 men each)

Troops from 10th Company, 725th Infantry Regiment


10th Company HQ
Hauptmann Albrecht Aachen (1d6)
2 x MMG

28th Platoon
Oberleutnant Karl Kassel (1d6)
3 x Rifle Squad (8 men each)

29th Platoon
Leutnant Soren Solingen (1d6)
3 x Rifle Squad (8 men each)

Troops from 12th Company, 725th Infantry Regiment


12th Company HQ
Hauptmann Hans Heilbronn (1d6)
2 x MMG

34th Platoon
Oberleutnant Siegfried Siegen (1d6)
3 x Rifle Squad (8 men each)

35th Platoon
Weapon Strike
Leutnant Ingo Iserlohn (1d6)
3 x Rifle Squad (8 men each) PaK 40 8

Support Troops
Panzer Platoon Vehicle AC Weapon Calibre Speed
3 x Panzer III (L)
Panzer III (L) 4 6 50mm Average
Anti-Tank Platoon
3 x PaK 40 AT guns (5 crew each) StuG III (G) 6 8 75mm Average
[no tows]

Self-Propelled Anti-Tank Gun Platoon


3 x StuG III (G) 0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Troops/Dice 0 1 2 3 4 MMG 2 2 2 1 1

725th Inf. Rgt. 1, 2, 3 4 5, 6 7 8 Infantry Section 2 - - - -


163
Scenario 17: Fischfang Day 1 - A
16th February 1944
With Aprilia in their hands, the Germans could resume their preparations for the major counter-
offensive that would drive the Allies back into the sea: called Operation Fischfang or Catching
Fish. Their plan was to smash south through the Allied defences along the axis of the Via Anziate,
then advance their infantry towards Nettuno as their armoured elements either did the same or drove
into the flanks of the Allied centre. The attack would be delivered by the 76th Panzer Corps: the
initial assault would consist of 3rd Panzer Grenadier Division, the Infantry Lehr Regiment, 715th
Infantry Division, and 114th Jäger Division; with the armoured elements of 26th Panzer Division,
29th Panzer Grenadier Division and 1st Battalion, 4th Panzer Regiment driving through them once
the Allied line had been broken. The armoured units were reinforced by two battalions of Panther
and Tiger tanks, and had access to the new Sturmpanzer, Ferdinand/Elephant, and Hornet (an 88
mounted on a Panzer III chassis) vehicles, along with the Goliath remote controlled bomb.
Meanwhile, the Herman Göring Panzer Division, who had been fighting a series of probing actions
with the US 3rd Infantry Division over the last two weeks or so, would launch a major diversionary
attack towards Isola Bella.

The Allies had, by now, hunkered down on the defensive, well aware from aerial observation that a
massive German offensive was on the cards. The British 1st Division had received more

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164
reinforcements from 56th Division, with the men of 167th Brigade rushed straight into the front line
on their arrival on 13th February. The Allied line now comprised the 36th US Engineer Combat
Regiment on the far left, operating under the command of the British 56th Division; then the British
167th Brigade (8th and 9th Battalions Royal Fusiliers; 7th Battalion Oxfordshire and
Buckinghamshire Light infantry); and then the already bloodied US 45th Division (157th, 179th
and 180th Infantry Regiments). To their right was the US 3rd Division, holding the line right the
way round until the Special Service Force (a mixed force of some 1,800 Americans and Canadians)
took over along the line of the Mussolini Canal. The remains of the British 1st Division, 168th
Brigade and 46th R.T.R were in divisional reserve; and the US 1st Armoured Division was in the
Padiglione Woods as a Corps reserve.

Moving into position on the night of 13th/14th February, the 167th Brigade was barely given a
chance to take in their new surroundings before the Germans attacked on the evening of the 14th.
During the night and the next day, as the start of what would become known as the Battle of the
Wadis (“a special, intricate kind of obstacle, hell to attack, hell to defend”) the Ox & Bucks were
gradually reduced, company by company, to just their Headquarters elements: even the battalion
mortars had to be abandoned after being outflanked by the Germans. The 8th and 9th Fusiliers were
also under attack, each losing their two forward companies, and the line was only held by rushing
forward scratch parties of drivers, clerks and anyone else who could be cobbled together. What was
left of the London Scottish and London Irish was moved forward to block the gap.

Operation Fischfang began promptly at 0630hrs on 16th February 1944 with an intensive artillery
barrage from both sides. The Allied barrage was first: at 0430hrs they had intercepted a radio
message that warned them of the attack just before it started, and the entire artillery of VI Corps,
together with what naval guns were available from the ships in the bay, descended on the German
start positions. The Germans replied with their 425 guns: trying to shatter the Allied defensive
positions. Once the German barrage had lifted onto the Allied rear, the main assault began. The
German 715th Division (including the elite but unbloodied Infantry Lehr Regiment) attacked south
from the Factory, slamming into the US 179th Regiment; and the 29th Panzer Grenadier Regiment
pushed out of Carroceto down the Via Anziate towards the US 157th Regiment, now stretched
across a line beginning in the area known as the Caves just south of the Buonriposo Ridge, through
the wadis, up to the Via Anziate.

Blocking the Via Anziate itself was Company E of the 2nd Battalion of the 157th. Its commander,
Captain Felix L. Sparks had about 230 men at his disposal, including one or two anti-tank guns (the
various sources are contradictory), one machine gun platoon, and two M10 tank destroyers. The
three tanks of the initial German attack penetrated the 157th’s line, but were then blown up by the
American tank destroyers, who then also broke up the waves of infantry following with their .50
calibre machine guns. The Germans kept coming, however, and Sparks was forced to call down
artillery from the 158th Field Artillery almost right on top of his own position. This was enough to
stop the Germans in front of Company E, but the attack still continued to develop around their
flanks.

To the left of Company E’s position, four German tanks attacked Company G of the 157th, but
were knocked out by artillery. The Company then repulsed every attempt to drive it back, but lost
one platoon (the third) overrun and just about wiped out.

By about 1100hrs half of Company E were casualties, but they still held their position. In the
afternoon, the Germans renewed their attacks but could not drive the American soldiers back
despite wiping out one squad from the platoon on the right of their position and knocking out their
anti-tank support.

165
Meanwhile, the German 715th’s attack on the US 179th Regiment (see next scenario) had ground to
a halt as the German tanks had begun bogging down in the mud in front of the American line as the
initially frosty ground thawed into a quagmire. This forced the Germans to withdraw to re-focus
their attack as their vehicles would only really be able to penetrate south along the main road, and it
was this delay that let Company E survive until nightfall.

Introduction

This scenario will deal with Company E’s stubborn defence of their positions blocking the Via
Anziate. It is a standard attacker/defender scenario.

Map & Terrain

The main feature of the map is the north-south road: the Via Anziate. It is a good quality, gravel-
surfaced road that runs almost in a straight line. Just to the west of the road is a low embankment
carrying a railway line. At this point, the embankment is really only high enough to just about give
a kneeling man cover: certainly not high enough to allow a tank to claim hull-down protection. The
gap between the road and the railway track is a rough grass verge scattered with trees. There is a
short, dirt track running up to a single-story, whitewashed, stone farmhouse.

The rest of the map consists of fields: three to the west, two to the east. The squiggly green lines are
low bushes that indicate but do not delineate the field boundaries. These are not boccage: they are
low brush-through bushes that only provide a modicum of cover. The fields are very muddy: hence
the Vehicle Breakdown card that applies to any vehicle not on the road or dirt track when it appears.

Initial Dispositions

The Germans attack from the north. They may enter the table under Blinds anywhere along its
northern edge. They have one Blind per platoon, plus 1d3 False Blinds, and may enter 1dAv-1
Blinds onto the table each time their Blinds card appears.

The Americans begin the game on table under concealed Blinds. Company E may be deployed
anywhere on the table up to the line of the farmhouse track. They begin the game in unsophisticated
trenches and weapon pits. Vaughn-Thomas describes how the Germans looking at the fields in front
of them could see “they were pitted with low mounds of up-turned earth, like worm-casts, marking
where the Allies, newly evicted from the Factory, had struggled to rebuild something resembling a
front line”. Make the US player mark his positions on his copy of the map. The tank destroyers can
be considered to be concealed as well: not in full dug-in, hull-down positions, but certainly in
camouflaged dens behind some sort of cover.

Objectives and Victory Conditions

The German objective is simple: open the main north-south road by wiping out any enemy
opposition in the area. It should be emphasised that it is not enough to merely outflank any enemy
blocking the road: the road itself must be clear of enemy troops able to fire upon it. The Germans
win a victory if, at the end of the game, a staff car carrying Kesselring and von Mackensen could
travel south down the road without getting the least scratch on its paintwork!

The American objective is also simple: hold your positions. The Americans win the game if, at the
end of the battle, they still have troops astride and/or able to fire down upon the Via Anziate. They
need to be able to scratch the staff car’s paintwork!

166
Notes on Big Men

The American Big Men are all actual members of Easy Company who fought at Anzio, although I
have promoted Pfc Vernon Horn!

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown Off-Table Artillery 1st Platoon
Rapid Deployment 2nd Platoon
Dynamic Commander 3rd Platoon
Rally 4th Platoon
Company HQ 5th Platoon
1st Platoon 6th Platoon
2nd Platoon Assault Gun Platoon
3rd Platoon Panzer Platoon
Weapons Platoon Big Man x 8
MMG Platoon Rapid Deployment
` Anti-Tank 1 Blitzkrieg
Anti-Tank 2 MMG Bonus Fire
Anti-Tank Bonus Fire Rally
Tank Destroyers Dynamic Commander
Big Man x 5

167
Scenario 17: Map

168
Scenario 17: US Briefing
You are Captain Felix L. Sparks, commanding Easy
Company of the 157th Infantry. It is February 16th 1944,
and the Germans have finally launched their counter-attack
designed to drive the Allies that invaded Anzio four weeks
ago back into the sea.

With Carroceto and the Factory now back in enemy hands,


a look at the map tells you that you have a problem. The
area south of the two towns is an area of open, flat ground
with no significant terrain features behind which a proper
defensive line could be constructed. There’s no question of
letting the Germans occupy that area, as it would mean
letting them thrust deep into the heart of the overall Allied
line: able to strike for the flanks and rear of the units to the
left and right. There’s nothing for it: 45th Division, of
which you are a part, must hold the unholdable!

Easy Company has the honour and privilege of being not only the most forward element of the
157th, but also occupying what must be the most critical position: astride the main north-south road
that the Germans will want to send their panzers down. You have ordered your men to dig in as best
they can, and are prepared to resist any German advance to the last.

At about 0600hrs, the Germans launched an artillery barrage of awesome proportions. Your own
guns fired back, and things became very noisy for a time. Now the German barrage has lifted over
your heads, and you know that the Krauts are on their way...

Map & Terrain

The main feature of the map is the north-south road: the Via Anziate. It is a good quality, gravel-
surfaced road that runs almost in a straight line. Just to the west of the road is a low embankment
carrying a railway line. At this point, the embankment is really only high enough to just about give
a kneeling man cover: certainly not high enough to allow a tank to claim hull-down protection. The
gap between the road and the railway track is a rough grass verge scattered with trees. There is a
short, dirt track running up to a single-story, white-washed, stone farmhouse.

The rest of the map consists of fields: three to the west, two to the east. The squiggly green lines are
low bushes that indicate but do not delineate the field boundaries. These are not boccage: they are
low brush-through bushes that only provide a modicum of cover.

Initial Dispositions

You begin the game on table under concealed Blinds. Company E may be deployed anywhere on
the table up to the line of the farmhouse track, dug in to slit trenches and weapon pits. Mark your
positions on your copy of the map.

Objectives and Victory Conditions

Your objective is simple: hold your positions. You win the game if, at the end of the battle, you still
have troops astride and/or able to fire down upon the Via Anziate.

169
Company E, 2nd Battalion, 157th Infantry Regiment, and Supports

Company HQ
Captain Felix L. Sparks* (1d6)
2 x Rifle Squad (10 men each)
3 x Bazookas (2 crew each)
1 x FOO

1st Platoon
2nd Lieutenant Almond E. Fisher* (1d6)
3 x Rifle Squad (10 men each)

2nd Platoon
Lieutenant Vernon Horn* (1d6)
3 x Rifle Squad (10 men each)

3rd Platoon
Sergeant Charlie D. Dunham* (1d6)
3 x Rifle Squad (10 men each)

Weapons Platoon
3 x 60mm Mortar (2 crew each)
2 x MMG (3 crew each)
1 x HMG (3 crew)

MMG Platoon
4 x MMG (3 crew each)

Anti-Tank Platoon
Sergeant Bernard J. Cantillon* (1d6)
2 x 57mm M1 AT guns (5 crew each)

Assigned Tank Destroyers (from 894th Tank Destroyer Battalion)


2 x M10 Wolverine

Off-Table Artillery

You have an unlimited number of fire missions from three 105mm guns from the 58th Field
Artillery Battalion.

Troops/Dice 0 1 2 3 4 Weapon Strike


157th Inf. Rgt. 1, 2, 3, 4 5 6, 7 8, 9, 10 - 57mm AT Gun 6

0- 4- 8- 12- 16- Vehicle AC Weapon Calibre Speed


Infantry AT
M10 Wolverine 4 9 76.2mm Fast
Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

170
Scenario 17: German Briefing
You are the newly promoted Hauptmann Bastian Bratwurst of kampfgruppe Gräser. It is February
1944 and you are part of the ring of steel keeping the Allies hemmed in to their bridgehead near
Anzio, south of Rome, in Italy.

For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the enemy has been pushed back: first from Campoleone and, over the
last few days, from the small towns of Aprilia and Carroceto as well.

All these successes mean that you are now ready to launch Operation Fischfang (Catching Fish)
designed to drive the Allies back into the sea. A look at the map tells you that this will not be a
problem. The area south of the two towns is an area of open, flat ground with no significant terrain
features behind which a proper defensive line can be constructed. If German forces can occupy that
area, you would have thrust deep into the heart of the overall Allied line and be able to strike for the
flanks and rear of the enemy units to the east and west.

A key axis of the attack is the main Via Anziate, heading directly south to Anzio itself. It is
inconceivable that the Amis will not have blocked this road with a significant force. Your mission is
to drive down the road and clear the enemy from it. That way the panzers in the following waves
can be unleashed right into the heart of the enemy defences!

Map & Terrain

The main feature of the map is the north-south road: the Via Anziate. It is a good quality, gravel-
surfaced road that runs almost in a straight line. Just to the west of the road is a low embankment
carrying a railway line. At this point, the embankment is really only high enough to just about give
a kneeling man cover: certainly not high enough to allow a tank to claim hull-down protection. The
gap between the road and the railway track is a rough grass verge scattered with trees. There is a
short, dirt track running up to a single-story, whitewashed, stone farmhouse.

The rest of the map consists of fields: three to the west, two to the east. The squiggly green lines are
low bushes that indicate but do not delineate the field boundaries. These are not boccage: they are
low brush-through bushes that only provide a modicum of cover. These fields are likely to be
muddy, so you need to watch out that your support tanks do not get bogged down.

Initial Dispositions

You attack from the north. You may enter the table under Blinds anywhere along its northern edge.
You have one Blind per platoon, plus 1d3 False Blinds, and may enter 1dAv-1 Blinds each time
your Blinds card appears.

Objectives and Victory Conditions

Your objective is simple: open the main north-south road by wiping out any enemy opposition in
the area. It should be emphasised that it is not enough to merely outflank any enemy blocking the
road: the road itself must be clear of enemy troops able to fire upon it. You win a victory if, at the
end of the game, a staff car carrying Kesselring and von Mackensen could travel south down the
road without getting the least scratch on its paintwork!

171
Elements of 29th Panzer Grenadier Regiment (of Battle Group Gräser)

A Company HQ
Hauptmann Bastian Bratwurst (1d6)

1st Platoon
Leutnant Fabian Fastnachts (1d6)
4 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Patrick Pfankuchen (1d6)
4 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Eberhard Eisbein (1d6)
4 x Rifle Squad (8 men each)

B Company HQ
Hauptmann Sebastian Schneeballeen (1d6)

4th Platoon
Leutnant Kai Krepple (1d6)
4 x Rifle Squad (8 men each)
Troops/Dice 0 1 2 3 4
5th Platoon 29th PG’s 1, 2, 3 4 5, 6 7 8
Oberfeldwebel Maik Mohntorte (1d6)
4 x Rifle Squad (8 men each)

6th Platoon 0- 4- 8- 12- 16-


Feldwebel Siegfried Spatzen (1d6) Infantry AT 4” 8” 12” 16” 24”
4 x Rifle Squad (8 men each)
MMG 2 2 2 1 1
Heavy Platoon
Infantry Section 2 - - - -
4 x MMG (3 crew)
2 x Truck

Assault Support Platoon Vehicle AC Weapon Calibre Speed


4 x StuG III (G)
Panzer III (L) 4 6 50mm Average
Panzer Platoon StuG III (G) 6 8 75mm Average
4 x Panzer III (L)

172
Scenario 18: Fischfang Day 1 - B
16th February 1944
From their positions in the Factory, the Germans could look down on the trenches of the US 179th
Regiment. As Operation Fischfang began, groups of German tanks would suddenly emerge from
the network of roads in the town, fire down into the American trenches, and then withdraw into
cover to replenish their ammunition before any shots could be returned. As the panzers kept US
heads well down, German infantry began infiltrating the American positions along the lines of the
La Ficoccia Creek (3rd Battalion, 179th) and the Carroceto Creek (2nd Battalion, 179th).

The forward outposts of the 179th were gradually pushed back, and although some waves of
German infantry were broken up by artillery fire, others kept driving forward. Companies F & G of
the US 179th, positioned astride the gully containing the Carroceto Creek, were forced to pull back
(Company F had lost all their machine guns and were down to thirty men); and Company I only
escaped encirclement when a platoon from Company L was sent forward to help them break out of
the ring of troops the Germans had thrown around them.

The advancing Germans, however, were suffering heavy casualties. The Infantry Lehr Regiment
was hit by artillery, lost many of its officers, and broke and fled the field. It may have been one of
Hitler’s demonstration regiments, but it had never been under fire before. The US 160th Field
Artillery Battalion was firing as a battalion: it’s 144 guns targeted German infantry concentrations
near the Factory, and knocked out or damaged eight German tanks during the course of the day. The

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173
US 191st Tank Battalion was also doing stirring work: for the loss of seven tanks, the 191st
knocked out fifteen German tanks, with attached anti-tank guns accounting for seven more. These
casualties, together with the fact that the frosty ground was melting into a quagmire, led to the
Germans gradually easing off their attacks on the 179th south of the Factory. Their forces withdrew
to reorganise and concentrate their efforts on the axis of the Via Anziate.

To the right of the 179th, the 180th Infantry Regiment, positioned along the Carano Road, was also
attacked. Two companies of German infantry attempted to infiltrate their positions along the various
streams and irrigation ditches, but were halted by a combination of direct machine gun fire and
indirect artillery fire onto pre-arranged co-ordinates.

The Germans had also made diversionary attacks towards the British 167th Brigade holding the
ground to the west of the main road south. The 3rd Battalion of the 12th (Sturm) Regiment attacked
across the Moletta River, overrunning the forward companies of the 8th Royal Fusiliers and 7th Ox
& Bucks. No effort was made to exploit this penetration, however, and the 168th Brigade, now
fighting in one composite battalion, was brought forward for a counterattack. Later in the morning,
the German 10th Parachute Regiment struck south from the Buonriposo Ridge, again managing to
penetrate the British-held line, but their advance (almost as far as the lateral road just in front of the
Padiglione Woods) was halted by 46th Royal Tank Regiment.

The Germans were also making more diversionary attacks on the other side of the beachhead
position. The first, from two companies of the Parachute Demonstration Battalion attached to the
Hermann Göring Panzer Division supported by nine Panzer IV tanks, impacted between the 2nd
Battalion, 7th US Infantry and 3rd Battalion, 30th US Infantry near Ponto Rotto, but was driven
back by accurate artillery fire, with almost all the German infantry either captured or killed. A
second wave was then launched by the Hermann Göring Reconnaissance Battalion, which managed
to penetrate the line between Company K, 30th Infantry and Company E, 7th Infantry, but this was
again driven back by accurate artillery fire. Tanks from the US 751st Tank Battalion had also
knocked out five enemy tanks and a half-track. By evening, the American line of defence had been
re-established through a series of small, local counter-attacks. The US 509th Parachute Infantry, on
3rd Division’s left flank, also repelled various attacks throughout the day.

When the attack started, Sgt. Charles W. Keyser, in charge of three tanks of Company A, 191st
Tank Battalion, was located behind a farmhouse 600 yards from the Factory. His No. 2 tank was
knocked out in the morning by an artillery shell. At noon, enemy infantry worked down the ditch
beside the road to the farmhouse. Turning the turret of his No. 1 tank he fired a 75-mm. shell
which grazed the house and exploded in the midst of the enemy. A second attempt to take the
house was broken up with hand grenades. Two enemy tanks approached down the road.
Concealed by the cloud of dust around the house Sergeant Keyser moved his No. 1 tank out,
knocked out one enemy tank with three rounds, and with four rounds set the other on fire. Well-
placed shells disposed of the crews as they attempted to escape. At 1430 No. 3 tank received a
direct hit. Sergeant Keyser's radio, which he had been using to direct artillery fire, was damaged
and he failed to receive the order from his platoon leader, 1st Lt. William E. Nangle, to withdraw.
At 1615 six more enemy tanks appeared. Laying his own smoke screen the sergeant tried to make
a run for it across country. Three hundred yards from the house his tank was hit and his driver
killed. Badly burned, Sergeant Keyser hid in a ditch until after dark when he got back to his
battalion.

From American Forces in Action: Anzio Beachhead by the Historical Division of the War
Department

174
On 3rd Division’s right flank, the US 504th Parachute Infantry was attacked by two companies of
enemy infantry that had worked their way down the Cisterna Creek in the opposite direction to the
unfortunate Rangers (see Scenario 7), and another attacking across the Mussolini Canal. At the
same time, the 1st Special Service Force, supported by Company C of 894th Tank Destroyer
Battalion, was attacked at bridges near where the Canal split into its northern and western arms.
Although two outposts on the German side of the canal were wiped out, the Germans failed to
penetrate the main Allied line, and retreated with heavy losses.

Introduction

This scenario will focus on the Herman Göring Panzer Division’s attacks on the point between the
US 7th and 30th Infantry Regiments. It will be a simple attacker and defender scenario, but the
American line will have a gap in it that the Germans may be able to exploit.

Map & Terrain

Most of the map is open fields. The brown lines represent rough dirt tracks that act as field
boundaries. There is the occasional patch of low scrub along the field boundary tracks, but
otherwise the only cover on the table comes from the odd fold in the ground. The blue line
represents a deep irrigation ditch.

There are three whitewashed, stone farmhouses on the table. The white areas represent the yards
around the farmhouses. They are cleared areas of packed dirt with the odd bit of agricultural debris
on them. The green line represents a low hedge.

All ground is waterlogged: the Vehicle Breakdown card applies to any vehicle not on a road or dirt
track.

Initial Dispositions

The troops from US 7th Infantry may deploy anywhere on the map south of the main road and west
of the yard area surrounding the westernmost farmhouse. The troops from US 30th Infantry may
deploy anywhere on the map south of the main road, and east of the yard area surrounding the
easternmost farmhouses. There will thus be a significant gap in the American line along the axis of
the smaller road running south. Both infantry forces are dug in to good quality slit trenches and
weapon pits, and start the game under concealed Blinds.

The American tank destroyer reinforcements will arrive from the table’s southern edge along the
smaller road. They will be under two Blinds: one for the reconnaissance vehicle, one for the tank
destroyers themselves.

The German force enters the table anywhere along the northern edge under Blinds. They have one
Blind per platoon, plus 1d3 False Blinds. One infantry platoon may be assigned to infiltrate along
the irrigation ditch under a concealed Blind that is automatically placed on the table as a Blind
when they either leave the ditch, are spotted within the ditch, or reach the main road.

Objectives & Victory Conditions

The German objective is to hold the axis of attack through the American defensive line open for
long enough for follow-up troops to exploit the situation. The Germans therefore win the game if at
the end of the battle they hold (i.e. have infantry units with at least one initiative dice within them)
two or more of the three farmhouses.

175
The American objective is to hold their defensive line intact. The American player should quickly
realise that their line has a large hole in it, and should react to plug the gap accordingly. They
therefore win the game if all three farmhouses are in their hands (i.e. have infantry units with at
least one initiative dice within them) at the end of the battle.

The game ends after fifteen appearances of the Turn Card unless, of course, the result has already
been decided before that point.

Special Rules

The American tank destroyer reinforcements will arrive on the sixth appearance of the Turn Card.

The American MMG’s act on the card of the platoon they are attached to, whether or not they are
actually physically with the platoon.

Notes on Big Men

All the American Big Men are from the correct regiment, although not necessarily from the correct
companies! The Germans are more WW1 air aces.

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown 30th Infantry Big Man x 4
Turn Card Big Man x 2 Company HQ
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
FOO 3rd Platoon
7th Infantry Support Platoon
Big Man x 2 Panzer Platoon
4th Platoon Blitzkrieg
5th Platoon Rapid Deployment
Sniper MMG Bonus Fire
` Reinforcements Mortar Bonus Fire
Big Man x 1 Rally
Tank Destroyers Dynamic Commander
3rd Platoon
General
Off Table Artillery
Rapid Deployment
Dynamic Commander

176
Scenario 18: Map

177
Scenario 18: US Briefing
You are 1st Lieutenant Alfred Pringle, commanding Company K of the 30th Infantry. It is February
1944, the 16th, and you know that you can soon expect another attack from the enemy.

The 30th landed at Anzio as part of the force whose aim was to strike the rear of the Germans
holding the Gustav line stretching across central Italy. It was an inspired strategy, but one that has
unfortunately not paid off. With their usual Teutonic efficiency, the enemy was able to quickly
throw a “ring of steel” around the beachhead: a ring that has resisted all efforts to shift it. You took
part in several of the actions designed to break through the German lines, and can testify as to the
fierceness of their defence.

Unable to break through, the Allies have now gone on the defensive and, for the past week or so,
the 30th has fought off several probing attacks from German forces around Cisterna. High
Command have let it be known that a major German counter-attack is brewing, and that it will fall
either on the 45th Division to your left, or on to you! It would be good if they knew which but, hey,
that’s High Command for you.

You hold the end of the 30th’s line. To your left are some Cottonbalers, and you and the guy in
charge over there have made sure your men don’t get mixed in together. Now you can see
movement from in front of your trenches. Looks like the Germans are coming forward again.

Map & Terrain


Most of the map is open fields. The brown lines represent rough dirt tracks that act as field
boundaries. There is the occasional patch of low scrub along the field boundary tracks, but
otherwise the only cover on the table comes from the odd fold in the ground. The blue line
represents a deep irrigation ditch.

There are three whitewashed, stone farmhouses on the table. The white areas represent the yards
around the farmhouses. They are cleared areas of packed dirt with the odd bit of agricultural debris
on them. The green line represents a low hedge.

All ground is waterlogged: the Vehicle Breakdown card applies to any vehicle not on a road or dirt
track.

Initial Dispositions
The troops from US 7th Infantry may deploy anywhere on the map south of the main road and west
of the yard area surrounding the westernmost farmhouse. The troops from US 30th Infantry may
deploy anywhere on the map south of the main road, and east of the yard area surrounding the
easternmost farmhouses. Both infantry forces are dug in to good quality slit trenches and weapon
pits, and start the game under concealed Blinds.

Your reinforcements will arrive from the table’s southern edge along the smaller road.

Objectives & Victory Conditions


Your objective is to hold your defensive line intact. Whether you win the game or not will depend
on you identifying how best to do this, and then doing it!

Off-Table Artillery
You have unlimited fire missions from three 105mm guns.

178
Elements of Company K, 30th Infantry

1st Platoon
1st Lieutenant Alfred Pringle* (1d6)
2 x Rifle Squad (10 men each)
1 x Bazooka (2 crew)
1 x FOO

2nd Platoon
Lieutenant Art Schmidt* (1d6)
2 x Rifle Squad (10 men each)
1 x MMG (3 crew)

Elements of Company E, 7th Infantry

4th Platoon
1st Lieutenant Garlin Murl Connor* (1d6)
2 x Rifle Squad (10 men each)
1 x Bazooka (2 crew)
1 x Sniper

5th Platoon
Lieutenant Russ Cloer* (1d6)
2 x Rifle Squad (10 men each)
1 x MMG (3 crew)

Reinforcements from 191st Tank Destroyer Battalion & US 30th Infantry

Tank Destroyer Platoon


Sgt. Charles W. Keyser* (1d4)
2 x M10 Wolverine

3rd Platoon
2 x Rifle Squad (10 men each)

Troops/Dice 0 1 2 3 4
7th & 30th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M10 Wolverine 4 9 76.2mm Fast

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

179
Scenario 18: German Briefing
You are Hauptmann Karl Allmenroder of the Parachute Demonstration Battalion attached to the
Herman Göring Panzer Division and fighting in Italy as part of the ring of steel around the Anzio
Beachhead. For the last couple of weeks, the Allies have battered unsuccessfully at your defences:
desperate to break out of their beachhead and fall onto the rear of your comrades defending the
Gustav Line. Now, as they fall back, exhausted, the initiative has passed into German hands: and
very capable hands they are too! Already the enemy has been pushed back from the area around
Aprilia, and local counterattacks launched by other parts of the Herman Göring Panzer Division
have also been most satisfactorily successful.

All these successes mean that you are now ready to launch Operation Fischfang (Catching Fish)
designed to drive the Allies back into the sea. Although the main blow will fall along the axis of the
main Via Anziate, heading directly south to Anzio itself, several probing attacks will be launched
elsewhere along the line in order to confuse and distract the Allies as much as possible. You
command one of these probing attacks.

Reconnaissance elements have identified a small gap in the Allied line. What is more, the gap
contains a good quality road heading deep into the enemy rear. It is obvious that the Allied units on
either side of the road are using it as a marker to separate their two positions, but have forgotten to
actually guard the road itself. You will strike forward as fast as possible and hold the northern end
of the road. This will allow more troops to come up and pour into the rear of the Allied line. This is
a real opportunity to turn what is supposed to be a probing, distracting attack into something
more...an opportunity you intend to grasp with both hands!

Map & Terrain

Most of the map is open fields. The brown lines represent rough dirt tracks that act as field
boundaries. There is the occasional patch of low scrub along the field boundary tracks, but
otherwise the only cover on the table comes from the odd fold in the ground. The blue line
represents a deep irrigation ditch.

There are three whitewashed, stone farmhouses on the table. The white areas represent the yards
around the farmhouses. They are cleared areas of packed dirt with the odd bit of agricultural debris
on them. The green line represents a low hedge.

All ground is waterlogged: the Vehicle Breakdown card applies to any vehicle not on a road or dirt
track.

Initial Disposition

The American troops are deployed in trenches on either side of the smaller road running south. This
road represents a significant gap in their line and is therefore the axis for your attack. Your force
enters the table anywhere along the northern edge under Blinds. They have one Blind per platoon,
plus 1d3 False Blinds. One infantry platoon may be assigned to infiltrate along the irrigation ditch
under a concealed Blind that is automatically placed on the table as a Blind when they either leave
the ditch, are spotted within the ditch, or reach the main road.

Objectives & Victory Conditions

Your objective is to hold the axis of attack through the American defensive line open for long
enough for follow-up troops to exploit the situation. You therefore win the game if at the end of the

180
battle you hold (i.e. have infantry units with at least one initiative dice within them) two or more of
the three farmhouses.

Elements of the Parachute Demonstration Battalion & Supports

Company HQ
Hauptmann Karl Allmenroder (1d6)
1 x Rifle Squad (8 men but with 2 LMG’s)
2 x MMG (3 crew each)

1st Platoon
Oberleutnant Karl Degelow (1d6)
3 x Rifle Squad (8 men each but with 2 LMG’s)

2nd Platoon
Leutnant Heinrich Kroll (1d6)
3 x Rifle Squad (8 men each but with 2 LMG’s)

3rd Platoon
Leutnant Josef Mai (1d6)
3 x Rifle Squad (8 men each but with 2 LMG’s)

Support Platoon
2 x 81mm Mortar (3 crew each)

Attached Panzer Platoon


3 x Panzer IV (H)

Troops/Dice 0 1 2 3 4
Fallschirmjager 1, 2, 3 4 5 6, 7 8

Vehicle AC Weapon Calibre Speed


Panzer IV (H) 6 8 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -

181
Scenario 19: Fischfang Day 2
17th/18th February 1944
Around midnight on 16th/17th February, the German resumed their attack along the Via Anziate.
One company of the German 725th Infantry Regiment kept Company E of the American 157th
Regiment, still valiantly holding their positions astride the road, pinned down with a frontal
infiltration whilst another worked their way around their flanks. Easy Company were gradually
pushed back, really only holding their ground with the aid of three tanks of the 191st Tank
Battalion, who were often firing their main and machine guns point blank into the waves of
advancing German infantry.

By dawn, Easy Company were down to fourteen men, with four men from Company H, and almost
out of ammunition. Finally, at 0500hrs, they received permission to retreat, just as four enemy tanks
were heading for their eastern flank. Under cover of the three Shermans and a smoke screen laid
down by artillery, the remains of Company E fought their way to safety.

This left a gap between the American 157th and 179th Regiments centred on the main road, and the
Germans were quick to take advantage. After a strafing raid by thirty-five fighter-bombers, they
launched a kampfgruppe comprised of the 725th Infantry Regiment; two battalions of the 145th
Infantry Regiment and part of the 741st Infantry Regiment, supported by around sixty tanks,
straight into the hole. Whilst part of the force emerged from the Factory and kept the 3rd Battalion
of 179th occupied with a strong demonstration to their front, the rest emerged from Carroceto and
smashed down the road into the now-exposed left flank of 2nd Battalion, 179th Infantry. Company
G of the 179th was almost immediately surrounded and eventually almost wiped out, and the rest of
2nd Battalion were forced to fall back to the line of the Dead End Road: less than a mile north of
the final line of defence. More German fighter-bombers attacked as the 3rd Battalion of the 179th
were also forced to pull back in order to maintain the continuity of the American defences. These
withdrawals, made in broad daylight, cost the Americans heavy casualties. By 0855 the Germans

715T H
INFANTRY
3RD PG DIVISION 114TH
DIVISION JÄGER
65T H
DIVISION
INFANTRY
CARROCETO APRILIA/ DIVISION CARROCETO APRILIA/
THE FACTORY THE FACTORY
BUONRIPOSO BUONRIPOSO
RIDGE RIDGE

US
179 TH US
INFANTRY 180TH
INFAN
TRY

U S TH
GB 157 RY
ANT
167TH INF
BRIGADE
THE CAVES THE CAVES

BO BO
W W
LIN LIN
G G
AL AL
DEAD END ROAD LE DEAD END ROAD LE
Y GB 168TH Y
LATERAL ROAD BRIGADE
LATERAL ROAD
(REMNANTS)
LATERAL ROAD LATERAL ROAD
THE THE
FLYOVER GB 1ST FLYOVER
DIVISION GB
(REMNANTS) 46TH RTR

US 1ST
ARMOURED
IATE

IATE

DIVISION
ANZ

ANZ
VIA

VIA

182
had driven a wedge two miles wide into the Allied line.

During the afternoon, the Germans attempted to drive the salient they had made deeper into the
Allied line, committing another fourteen battalions of infantry to the attack. These troops were
organised into company- or battalion-sized waves that drove again and again into the Allied
defences, constantly rotated to keep fresh troops to the front. The Allies responded to this thrust
with a massive artillery barrage: in addition to the 432 guns available to VI Corps, three companies
of tanks from 1st (US) Armoured Division, two navy cruisers and even four batteries of 90mm anti-
aircraft guns, pounded the advancing Germans. On top of this, the planes of XII Air Support
Command were put at VI Corps’ disposal: 198 fighter-bombers; 69 light bombers; 176 medium
bombers (Mitchells and Marauders) and 288 heavy bombers (B-17s and B-24s) flew sorties over the
battlefield, along with innumerable fighters.

Through this barrage, the Germans still moved forward. The main axis of their attack was down and
to the east of the Via Anziate, and directed at the 2nd and 3rd Battalions of the US 179th Infantry
Regiment. German tanks and infantry from the Infantry Lehr Regiment, now back in the fight,
penetrated as far as the junction with the Dead End Road and began digging in. A further advance
was made by two tanks as far as the Flyover, but one was knocked out on the approach and the
other underneath it. The Germans were also advancing to the west and east of the main thrust. To
the west, in the area just south of the Buonriposo Ridge known as the Caves, the 2nd Battalion,
157th Infantry was surrounded and thought overrun but, when the situation was restored later in the
day, was found to have only lost all communications. To the east, the Germans tried to drive a
wedge into the join between the 179th and 180th Infantry Regiments, but Companies G of the 180th
and K of the 179th doggedly held their ground.

Towards noon, a company of medium tanks from the 1st (US) Armoured Division were ordered to
counter-attack in order to try and slow the Germans down. Company H advanced through the
Flyover and drove back the enemy tanks attempting to continue their advance; and Company I
drove along the “bowling alley” to support the 179th Infantry. Although the Shermans did prevent
any further advances from enemy tanks, the fact that they could not leave the roads due to the
boggy terrain, and that there was no infantry available to properly support them, meant that this was
all they could do and no lost ground was recovered. At dusk they were withdrawn.

The 2nd Battalion, 157th Regiment was now pinned into the Caves. Two companies, H and G, were
positioned on the ridge in front of the Caves, with the rest of the battalion, along with at least fifty
Italian civilian refugees from Aprilia and the surrounding farms, back in the Caves themselves. As
German advances had lapped around both their flanks, the 2nd Battalion was now isolated from the
rest of the Allied line (although sporadic contact would be made over the next few days) but, well
protected by the terrain, they were able to repulse an enemy attack by tanks and infantry during the
night of the 17th/18th February by calling down artillery fire on to the advancing Germans.
As the Germans were now very close to the final beachhead line of defence (just south of the lateral
road), something had to be done to relieve the pressure on the US 45th Division and add depth to
the now very thin defence. If the Germans broke through along the axis of the Via Anziate, they
could send their exploitation force (including two battalions of Tiger tanks still waiting north of
Aprilia) down the main road and into the flanks and rear of the rest of the Allied line. All reserve
units, even those already battered by the last few weeks fighting, were moved forward, and the 2nd
Battalion, 6th Armoured Infantry was assigned to 157th Infantry and moved up to the Flyover.

The Allies also decided to counter-attack during the night of 17th/18th February. The 2nd & 3rd
Battalions of 179th Infantry would drive north just to the right of the Via Anziate, aiming to get to a
position half way between Dead End Road and Carroceto; whilst the 3rd Battalion, 157th Infantry
would attack straight up the road aiming to match the 179th’s advance, forming an unbroken line

183
and re-establishing contact with 2nd Battalion, 157th Infantry. The 191st Tanks Battalion would
support these attacks. Unfortunately, neither force was particularly strong. Each battalion of the
179th barely mustered 300 men; and 3rd Battalion, 157th was hampered by the fact that its
commander insisted on personally directing the attack despite the fact he had been severely
wounded and would need to be carried everywhere on a litter.

The Allied counter-attack made some initial progress, but the Germans had been digging in as much
as they could. The 2nd Battalion, 157th advanced as far as the junction with the Dead End Road,
but were then halted by the Germans, who had augmented their force with tanks and infantry
brought forward in half-tracks. The two battalions of the 179th advanced about as far before finding
themselves attacked on their flanks and forced to withdraw. The counter-attack had not only failed,
but had left the Allied line even more exposed than it had been before.

Introduction

This scenario will cover the Allied counter-attack during the night of 17th/18th February 1944. One
company of the 179th Infantry, supported by tanks, will try to storm a line of hastily established
German trenches that can expect reinforcements at any moment.

Map & Terrain

The main road running north-south is a good quality and gravel surfaced, as is Dead End Road,
running east-west. The brown lines are dirt tracks that add nothing to a vehicle’s movement.

The rest of the terrain is the usual largely featureless expanse of fields: the only cover coming from
the odd patch of scrub or fold in the ground. All ground is waterlogged: the Vehicle Breakdown
card applies to any vehicle not on a road or dirt track.

Initial Dispositions

The German force begins the game under concealed Blinds in hastily constructed scrape trenches
anywhere north of Dead End Road. They can be considered to be in cover, but not good cover. The
German reinforcements enter the table anywhere on its northern edge under Blinds: they have one
Blind plus two False Blinds.

The American force enters the table anywhere on its southern edge under Blinds: one per platoon
plus three False Blinds. Each time the American Blinds card appears, they may enter up to three
Blinds on to the table.

Special Rules

This scenario takes place at night. The following rules apply:


• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3.
• All fire outside short range is shifted one column to the right.
• Distances for visibility are halved at night. Illuminated targets, however, should be visible from
distances longer than the wargaming table, although terrain features will obscure vision as
normal.

The German reinforcements arrive on the fifth appearance of the Turn Card.

184
Objectives & Victory Conditions

The American objective is simple: break through the German line and clear the path of any future
advance. They win the game if, at the end of the battle, they have control of the Dead End Road.

The German objective is also simple: they must hold the line of their advance. They win the game
if, at the end of the battle, they still have control of the Dead End Road.

Notes on Big Men

The American Big Men are the members of the Dave Matthews Band. German Big Men are named
after German words that appear within the English language.

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown Big Men x 4 Big Men x 3
Turn Card 1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
3rd Platoon Heavy Platoon
Weapons Platoon Panzer Platoon
Tank Platoon MMG Bonus Fire
Rapid Deployment Mortar Bonus Fire
Heroic Leader Rally
Dynamic Commander
Reinforcements
` Big Man x 1
3rd Platoon

185
Scenario 19: Map

186
Scenario 19: US Briefing
You are Captain Dave Matthews of the 2nd Battalion, 179th Infantry. It is February 1944, and
things are looking fairly bleak in the Anzio Beachhead: war ain’t the boy’s dream you thought it
would be!

After some initial Allied successes, the Germans are now counter-attacking hard. They have already
pushed the line back from Carroceto and the Factory, and now seem intent on driving your division
right back into the sea. This would not be a good thing!

During today, the Krauts managed to push forward as far as the Dead End Road, despite being
under one of the heaviest artillery and air barrages that you’ve ever encountered. The 179th has
been gradually pushed back all along its line: losing contact with the 157th on the left, and only just
keeping contact with the 180th on the right. Something has to be done to slow down their relentless
advance: and that something is, apparently, you!

Despite the fact that your company has been battered and bruised over the last week or so (note the
fact that your squads are only eight strong) you will lead the battalion’s attack. Your orders are to
re-capture the line of the Dead End Road, allowing the rest of the battalion and 3rd Battalion to pass
through and continue the advance. It is now night time on 17th/18th February, and although you
wish you were under the table and dreaming, you know it’s time to lead your men forward. Come
on the 179th!

Map & Terrain

The main road running north-south is a good quality and gravel surfaced, as is Dead End Road,
running east-west. The brown lines are dirt tracks that add nothing to a vehicles movement, but
protect them from the Vehicle Breakdown card.

The rest of the terrain is the usual largely featureless expanse of fields: the only cover coming from
the odd patch of scrub or fold in the ground.

Initial Dispositions

Your force enters the table anywhere on its southern edge under Blinds: one per platoon plus three
False Blinds. Each time the American Blinds card appears, you may enter up to three Blinds on to
the table.

Objectives & Victory Conditions

Your objective is simple: break through the German line and clear the path of any future advance.
You win the game if, at the end of the battle, you have control of the Dead End Road.

Special Rules

This scenario takes place at night. The following rules apply:


• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3.
• All fire outside short range is shifted one column to the right.
• Distances for visibility are halved at night. Illuminated targets, however, should be visible from
distances longer than the wargaming table, although terrain features will obscure vision as
normal.

187
Elements of 2nd Battalion, 179th Infantry & Supports

Company HQ
Captain Dave Matthews (1d6)
2 x Rifle Squad (8 men each)
1 x Bazooka (2 crew)

1st Platoon
Lieutenant Carter Beauford (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Lieutenant LeRoi Moore (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Lieutenant Stefan Lessard (1d6)
3 x Rifle Squad (8 men each)

Weapons Platoon
2 x MMG ( 3 crew each)
2 x Bazooka (2 crew each)
2 x 81mm Mortar (3 crew each)

Attached Tanks from 191st Tank Battalion


3 x M4 Sherman

Troops/Dice 0 1 2 3 4
179th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

188
Scenario 19: German Briefing
You are Oberleutnant Siegfried Schadenfreude of the 3rd Panzer Grenadier Division. It is February
1944 and you are part of the ring of steel keeping the Allies hemmed in to their bridgehead near
Anzio, south of Rome, in Italy.
For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the enemy has been pushed back: first from Campoleone and, over the
last few days, from the small towns of Aprilia and Carroceto as well.

All these successes mean that you have now been able to launch Operation Fischfang (Catching
Fish) designed to drive the Allies back into the sea. The first day of operation was extremely
successful: despite heavy enemy artillery fire and air attacks, a wedge was driven deep into the
Allied line. Today, your troops have been at the forefront of the expansion of that wedge.

It is now night time on 17th/18th February, and your men have begun to dig in along the line of a
road just north of the last Allied line of defence. If you can establish a good position here, then you
will be well placed to resume your attack tomorrow: provided you are not bombed or blasted out of
your trenches overnight!

Things in front of you are currently quiet: too quiet. Something’s up….you’re just not sure what!

Map & Terrain


The main road running north-south is a good quality and gravel surfaced, as is Dead End Road,
running east-west. The brown lines are dirt tracks that add nothing to a vehicles movement, but
protect them from the Vehicle Breakdown card.

The rest of the terrain is the usual largely featureless expanse of fields: the only cover coming from
the odd patch of scrub or fold in the ground.

Initial Dispositions
Most of your force begins the game under concealed Blinds in hastily constructed scrape trenches
anywhere north of Dead End Road. They can be considered to be in cover, but not good cover. Any
reinforcements enter the table anywhere on its northern edge under Blinds: they have one Blind per
platoon plus three False Blinds.

Objectives & Victory Conditions


Your objective is simple: you must hold the line of your advance. You win the game if, at the end of
the battle, you still have control of the Dead End Road.

Special Rules
This scenario takes place at night. The following rules apply:
• All spotting rolls are at –3 unless the target is illuminated (i.e. either has a light shining upon it,
or is shining a light itself) in which case the roll is at +3.
• All fire outside short range is shifted one column to the right.
• Distances for visibility are halved at night. Illuminated targets, however, should be visible from
distances longer than the wargaming table, although terrain features will obscure vision as
normal.

189
Elements of 3rd Panzer Grenadier Division

Company HQ
Oberleutnant Siegfried Schadenfreude (1d6)

1st Platoon
Feldwebel Gustav Gestalt (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
2 x Rifle Squad (8 men each)

Heavy Platoon
3 x MMG (3 crew each)

Panzer Support
Feldwebel Dieter Diesel (1d4)
3 x Panzer IV (H)

Reinforcements

3rd Platoon
Leutnant Kurt Kindergarten (1d6)
3 x Rifle Squad (8 men each)
3 x SdKfz 251

Troops/Dice 0 1 2 3 4
3rd PG’s 1, 2, 3 4 5, 6 7 8

Vehicle AC Weapon Calibre Speed


Panzer IV (H) 6 8 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -

190
Scenario 20: Fischfang Day 3
18th February 1944
The failure of the American counter-attack of the night of 17th/18th February left the Allied line
seriously exposed, and the Germans prepared to take full advantage. A decisive attack was planned
for daylight, and the final steps taken to surround the 2nd Battalion, 157th Infantry in their positions
within the Caves. The Allies were running out of reserves to block the expected line of German
advance, so the somewhat battered British 2nd Infantry Brigade (1st Loyals; 2nd North
Staffordshire and 6th Gordon Highlanders) supported by the remains of the 24th (Guards) Brigade,
was moved up to the Flyover as a last line of defence.

The German attack was launched at dawn. The 2nd and 3rd Battalions of the US 179th Infantry
Regiment, forward of the main line after their counter-attack of the night before, were quickly
driven back by the combined efforts of 114th Jäger Division; 3rd Panzer Grenadier Division; and
67th and 15th Panzer Grenadier Regiments: with 3rd Battalion effectively ceasing to exist as a
fighting force, and 2nd Battalion only just escaping from complete encirclement. The German
advance then hit 1st Battalion, 179th Infantry and the 1st Loyals, but was beaten off and the
situation restored by an immediate counter-attack.

Meanwhile, to the right of the 179th (who, incidentally, were now commanded by Colonel William
Darby) the 2nd Battalion of the 180th Infantry Regiment was also under attack: with German tanks
hitting it simultaneously from the front and both flanks. The battalion was ordered to withdraw, but
Company G, now commanded by 1st Lieutenant Benjamin A. Blackmer, never received the order
and was surrounded. Despite fierce fighting the company held out, resisting all attempts by the
Germans to overrun its positions. On the left
and forward of the main Allied line, the 2nd
Battalion, 157th Infantry were still holding
their positions within the Caves, against
further attacks from the German 1st
Parachute Corps.
I
PARACHUTE
APRILIA/
CORPS CARROCETO
THE FACTORY The fierce resistance of the Allied infantry,
BUONRIPOSO
RIDGE
combined with continuing air and artillery
76TH
PANZER CORPS
attacks held the Germans all morning (as an
example, an American observation plane
114TH
JÄGER
spotted a group of 2,500 German infantry
US TH
GB 157 RY
DIVISION supported by tanks moving towards the
ANT
167TH INF 715 TH 15 TH PG front line and called down the combined fire
BRIGADE INFANTRY
3 RD PG REGIMENT
THE CAVES 67 TH PG
REGIMENT
DIVISION
DIVISION of 224 Allied guns onto the column, which
GB 168TH
BRIGADE
BO
W
LIN
effectively ceased to exist, before repeating
G
(REMNANTS)
DEAD END ROAD
US TH AL
0 L
Y
18 TR EY
the process on another four targets) but by
N
LATERAL ROAD
IN
FA early afternoon the situation was becoming
US
GBTHE
GB
2 nd
LATERAL ROAD
179 TH desperate. The 179th Infantry was
INFANTRY
GuardsFLYOVER
Brigade
(REMNANTS)
BRIGADE realistically now only a battalion strong, the
GB
180th was strung out and trying to cover an
US 1 ST
46TH RTR
ARMOURED area far too long for its strength, and 45th
DIVISION
Division’s integral tank and tank destroyer
battalion were fast running out of vehicles:
the 645th Tank Destroyer battalion had lost
IATE

fourteen M-10’s on 17th February alone. To


ANZ

the left of the 179th, the British battalions


VIA

and the 2nd Battalion, 157th Infantry were

191
holding, but there was nothing much left in the kitty if they gave way.

The climax of the battle, and indeed perhaps the whole Anzio campaign, came in late afternoon as
the Germans renewed their attack once more. Twelve German tanks headed south down the
“bowling alley” towards Company A of the US 180th Infantry Regiment and were only stopped
from running right over the American lines by the blown-up bridge over the Carroceto Creek. They
were, however, capable of firing almost directly down into the American foxholes, and did so, with
their supporting infantry moving up to finish the US soldiers off. By about six o’clock, the
American 179th and 180th Infantry Regiments and the British 1st Loyals were engaged in a
desperate struggle, often hand-to-hand, for the line of the Flyover and the lateral road, which was
really only held by the intervention of the tanks of the US 1st Armoured Division.
As early evening gave way to night, slowly the German attacks began to ebb, and although parts of
the line had given way, allowing German infantry to infiltrate through, most of it had held and, by
2130hrs, it was obvious that the Germans were starting to pull back to reorganise. Although a
deeper penetration of the Allied line would be made on 19th February, this was the closest the
Germans would ever come to breaking the final beachhead line.

Introduction
This scenario will focus on the initial clash of the final German attack, with German tanks and
infantry from 15th Panzer Grenadier Regiment hitting Company A of the US 180th Infantry
Regiment.

The American infantry will begin the game on table defending the line of the Carroceto Creek. The
German attack will begin with their tanks driving south along the road towards the bridge over the
Carroceto Creek. What the Germans don’t know is that the bridge over the creek has now been
blown, and their armour is effectively limited to operating on its northern side. At this point the
German infantry will begin to arrive, adding to the problems of the American infantry who will
presumably already be under fire from the panzers. Shortly after this, US tanks will appear along
the Dead End Road, leading to a final general clash of infantry and armour.

Map & Terrain


The blue line is the Carroceto Creek. It is impassable to all vehicles. Infantry may only cross it by
spending two initiative dice splashing through the water. The bridge shown on the map has actually
been blown up: the Americans will know this, the Germans won’t.
The road running from the northern to the eastern edge of the table is the “Bowling Alley”: the bed
of a now disused railway. The road running in from the western edge of the table is the Dead End
Road. Both are good quality gravel surfaces unaffected by the rain. The brown lines are dirt tracks
that add nothing to a vehicle’s movement.

The rest of the terrain is the usual largely featureless expanse of fields: the only cover coming from
the odd patch of scrub or fold in the ground. All ground is waterlogged: the Vehicle Breakdown
card applies to any vehicle not on a road or dirt track.

Initial Dispositions
The American infantry begin the game on table under concealed Blinds in foxholes and slit trenches
anywhere south of the Carroceto Creek. Place the foxholes and trenches on to the table at the start
of the game, but do not indicate what troops are where. Umpires should encourage the US player to
defend the line of the creek, as was the case historically, so that the German panzers can fire
directly down into them!
The initial German tank attack enters the table under Blinds from the north along the Bowling
192
Alley. They have three Blinds at their disposal. When their infantry follows, they may enter the
table under Blinds from anywhere along its northern edge. They have one Blind available per
platoon plus 1d3 False Blinds.
The American reinforcements will arrive under Blinds from the western edge of the table along the
Dead End Road. They have two Blinds at their disposal.

The German tanks enter the table one Blind at a time. As you start the game, place the first German
Blind on the Bowling Alley on the northern edge of the table. Each time the German Blinds card
appears, place another panzer-Blind on the same spot. Blinds placed on the table may act
immediately. Once the German tanks are on the table, add the Turn card to the pack. On the third
appearance of the Turn Card, the German infantry will arrive. They arrive in the same way as the
panzers, but two Blinds a time rather than one.

Objectives & Victory Conditions


The German objective is to break through the US line of defence along the axis of the Bowling
Alley. In order to do this, they must be able to repair the blown-up bridge over the Carroceto Creek,
allowing their armour to drive further south. In order to be able to repair the bridge, they must
neutralise all US resistance in the area: engineers re-building a bridge make very good targets for
tanks and infantry alike! The Germans therefore win the game if, at the end of the battle, there are
no American units that can effectively fire onto the bridge. At this stage, Umpires might like to
bring onto the table that special German bridge repairing vehicle that they spent hours building and
have never used!
The American objective is simple: hold the line of the Carroceto Creek. They win the game if, at the
end of the battle, there are no German units with initiative dice south of the creek.

Note on Big Men


The American Big Men are all members of the 180th Infantry Regiment, although not from
Company A. German Big Men are all connected with the cinema.

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown Big Men x 4 Panzers
Turn Card 1st Platoon Big Men x 3
2nd Platoon 1st Panzer Platoon
3rd Platoon 2nd Panzer Platoon
Weapons Platoon 3rd Panzer Platoon
Cooks & Drivers Rapid Deployment
Dynamic Commander Infantry
FOO Big Men x 3
Off-Table Artillery 1st Platoon
Air Support 2nd Platoon
Rally 3rd Platoon
Reinforcements 4th Platoon
` Rapid Deployment Rally
Tank Platoon Blitzkrieg
Dynamic Commander

193
Scenario 20: Map

194
Scenario 20: US Briefing
You are Major Fred R. Caviness of Able Company, the 180th Infantry Regiment. It is February
1944, and things are getting somewhat hot in the Anzio Beachhead! After some initial Allied
successes, the Germans are now counter-attacking hard. They have already pushed the line back
from Carroceto and the Factory, and now seem intent on driving your division right back into the
sea.

The last few days have been absolute murder. The enemy has attacked almost non-stop: with waves
of infantry supported by tanks hitting the line right the way from left to right. Your regiment is on
the far right of this section of the Beachhead, and has been fiercely resisting all attempts to drive a
wedge between it and the 179th Infantry on your left. Now the battle reaches its climax. The
Germans are launching one final attack. Other companies of the 180th have already been
overwhelmed: it is up to you to hold them off.
You are in position on the line of the Carroceto Creek. You are pretty sure you are safe from enemy
tanks because you have blown the only bridge over the water, but are extremely worried about an
infantry attack. Ahead of you can see some German tanks emerging from the Factory and heading
your way. Behind them, you are sure, infantry will follow.

Okay then, boys, time to show that these Thunderbirds will not be moved! And if that’s Sergeant
Landau with that bazooka, tell him we’re glad to have him on board...but I hope his shooting’s
better than his pasta!

Map & Terrain


The blue line is the Carroceto Creek. Now that you have blown the bridge, it is impassable to all
vehicles. Infantry may only cross it by spending two initiative dice splashing through the water.

The road running from the northern to the eastern edge of the table is the “Bowling Alley”: the bed
of a now disused railway. The road running in from the western edge of the table is the Dead End
Road. Both are good quality gravel surfaces unaffected by the rain. The brown lines are dirt tracks
that add nothing to a vehicle’s movement.

The rest of the terrain is the usual largely featureless expanse of fields: the only cover coming from
the odd patch of scrub or fold in the ground. All ground is waterlogged: the Vehicle Breakdown
card applies to any vehicle not on a road or dirt track.

Initial Dispositions
Your infantry begin the game on table under concealed Blinds in foxholes and slit trenches
anywhere south of the Carroceto Creek. Draw where you want your foxholes and trenches to be on
the map, and mark which troops are where. Within reason, you can have more foxholes and
trenches than you have troops i.e. fallback positions. Note that you have been ordered to defend the
line of the creek, so shouldn’t be too far away from it.

The Germans will attack from the north: you have already seen tanks coming down the Bowling
Alley towards your positions. You have called for armoured reinforcements. When (I’m carefully
avoiding using the word “if”!) they arrive it will be from the western edge of the table along the
Dead End Road. They have two Blinds at their disposal.

Objectives & Victory Conditions


Your objective is simple: hold the line of the Carroceto Creek. You win the game if, at the end of
the battle, there are no German units with initiative dice south of the creek.

195
Company A, 180th Infantry Regiment
Company HQ
Major Fred R. Caviness* (1d6)
1 x Rifle Squad (10 men)
2 x Bazooka (2 crew each)
1 x FOO
1st Platoon
Captain Paul L Hayes* (1d6)
3 x Rifle Squad (9 men each)

2nd Platoon
Staff Sergeant Isaac Williamson* (1d6)
3 x Rifle Squad (9 men each)

3rd Platoon
Corporal Horatio “Ray” Migliore* (1d6)
3 x Rifle Squad (9 men each)

Weapons Platoon
2 x 60mm Mortar (2 crew each)
3 x MMG (3 crew each)

Cooks & Drivers


2 x Bazooka (2 crew each)

Expected Reinforcements
Tanks from 191st Tank Battalion
3 x M4 Sherman

Off-Table Assets/Air Support


You have three fire missions from four 105mm howitzers available to you.
You have three sorties of Air Support available to you. Due to the inclement weather, only fighter-
bombers and spotter planes may fly. When the Air Support card appears, if you choose to use it roll
a d6. On a 1-4, fighter bombers appear; on a 5-6, a spotter plane appears.

Troops/Dice 0 1 2 3 4
180th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

196
Scenario 20: German Briefing
You are Leutnant Wim Wender attached to the 15th Panzer Grenadier Division. It is February 1944
and you are part of the ring of steel keeping the Allies hemmed in to their bridgehead near Anzio,
south of Rome, in Italy.

For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the enemy has been pushed back: first from Campoleone and, over the
last few days, from the small towns of Aprilia and Carroceto as well. All these successes mean that
you have now been able to launch Operation Fischfang (Catching Fish) designed to drive the Allies
back into the sea. The first day of operation was extremely successful: despite heavy enemy artillery
fire and air attacks, a wedge was driven deep into the Allied line. The second day was satisfactory
also: with more advances being made and an Allied counter-attack beaten back.

Despite all these successes, the Allied line remains unbroken, and casualties from the incredible
weight of artillery fire and aerial bombardment are starting to mount up. Already you have had to
speak severely to some men who expressed doubt that a way to break the Allied line could be
found. Now you lead another attack forward: your aim is the gap between two enemy regiments.
Break through now, and surely victory is assured!

You will advance from Aprilia down the bed of a disused railway track known to the Allies as the
“bowling alley”. When you encounter the enemy line, you will break through it, opening the way
for the exploitation wave to move forward. You have both tanks and infantry at your disposal,
although as all signals have been knocked out by enemy artillery fire, it may be difficult to properly
co-ordinate the initial advance.

Objectives & Victory Conditions

Your objective is to break through the US line of defence along the axis of the Bowling Alley.

Map & Terrain

The road running from the northern to the eastern edge of the table is the “Bowling Alley”: the bed
of a now disused railway. The road running in from the western edge of the table is the Dead End
Road. Both are good quality gravel surfaces unaffected by the rain. The brown lines are dirt tracks
that add nothing to a vehicle’s movement.

The blue line is the Carroceto Creek. It is impassable to all vehicles except at the bridge. Infantry
may only cross it by spending two initiative dice splashing through the water.

The rest of the terrain is the usual largely featureless expanse of fields: the only cover coming from
the odd patch of scrub or fold in the ground. All ground is waterlogged: the Vehicle Breakdown
card applies to any vehicle not on a road or dirt track.

Initial Dispositions

Your initial German tank attack enters the table under Blinds from the north along the Bowling
Alley. They have three Blinds at their disposal. When your infantry follows, they may enter the
table under Blinds from anywhere along its northern edge. They have one Blind available per
platoon plus 1d3 False Blinds.

197
Elements of 15th Panzer Grenadier Regiment

Initial Force

1st Panzer Platoon


Leutnant Wim Wender (1d4)
4 x Panzer IV (H)

2nd Panzer Platoon


Feldwebel Werner Herzog (1d4)
4 x Panzer III (L)

3rd Panzer Platoon


Feldwebel Klaus Kinski (1d4)
4 x Panzer III (N)

Infantry Force

1st Platoon
Leutnant Hardy Krüger (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Jürgen Prochnow (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Fritz Lang (1d6)
3 x Rifle Squad (8 men each)

4th Platoon
Leutnant Conrad Veidt (1d6)
3 x Rifle Squad (8 men each)

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5, 6 7 8

Vehicle AC Weapon Calibre Speed


Panzer IV (H) 6 8 75mm Average
Panzer III (L) 4 6 50mm Average
Panzer III (N) 4 4 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -

198
Scenario 21: Fischfang Day 4
19th February 1944
Both sides took advantage of a lull in the fighting during the night of 18th/19th February to
reorganise their forces. The US 2nd Battalion, 6th Armoured Infantry, managed to break through to
the beleaguered 2nd Battalion, 157th Infantry in the Caves south of the Buonriposo Ridge, bringing
them much needed supplies and ammunition. The remains of the US 179th Infantry were
reorganised and reinforced with rear echelon units and the US 1st Battalion, 157th Infantry, released
from divisional reserves. The British 1st Loyals also pressed every man they could find from their
“tail” into the front line (Wynford Vaughan-Thomas: “the men of the RASC and REME had
dropped stretchers and spanners and were looking along their rifle sights preparing for the worst”)
and Company F of the US 1st Armoured Regiment was moved forward onto the Lateral Road as an
immediate support for the infantry. On the right, the US 180th Infantry Regiment withdrew to
consolidate their line.

The Germans used the night to prepare for another “final, decisive attack”, which was launched at
0400hrs after a sustained bombardment of the Allied line. Hammered by Allied artillery, the
Germans attacked with both tanks and infantry all along the Allied defensive line. The right hand
company of the British 1st Loyals was overrun by an attack from two battalions of the 15th Panzer
Grenadier Regiment supported by three tanks that actually managed to reach the line of the Lateral
Road, but the Germans were forced to retire at around 0800hrs after the intervention of Company F,
1st Armoured Regiment and the concentrated fire from artillery, leaving only an isolated
strongpoint in a group of houses on the Lateral Road. German armour then thrust down the Via
Anziate again and again, but was turned back by Wolverines from the 701st Tank Destroyer
Battalion which knocked out two Tigers and five Panzer IVs.

As these final German attacks took place, the Allies were preparing to strike back. Truscott had
proposed a counter-attack at the flanks of the salient during 18th February: advocating that it was
the only way to blunt the German attacks. Lucas had agreed, but was still worried about what else
the Germans had to throw at them: would he have enough depth to his defences if he devoted some
of his Corps reserve to a counter-attack. It took the arrival of Mark Clark to end his indecision: the
counter-attack would go ahead. It would be a pincer movement. A Force T, under General Templer,
consisting of the newly landed British 169th Brigade would attack to the north of the Flyover,
seeking to gain the Dead End Road and its junction with the Via Anziate; and a Force H, under
General Harmon, consisting of the US 30th Infantry and 6th Armoured Infantry Regiments,
supported by tanks from US 1st Armoured Division, would strike up along the axis of the Bowling
Alley.

Unfortunately, the British 169th Brigade had been delayed in disembarking by German air attacks
on Anzio harbour, so Force T’s attack had to be cancelled. After struggling over the muddy terrain
during the night, however, Force H were in position: ready to launch their counterattack at dawn.
Then the German attack described above broke onto the Allied line, and a desperate plea went out:
would Force H please come back to the Flyover to help hold the line. General Harmon argued
against such a move: not only was attack the best form of defence, but his men would not be able to
get back to the Flyover for hours, and would have their morale sapped by another trudge through
the Anzio ooze. Corps HQ relented, and Harmon was allowed to launch his counter-attack.

Immediately another problem presented itself. The counter-attack was due to start with an artillery
barrage, but Harmon had received reports that an American battalion had got itself bogged down
right where the barrage was due to land. If the barrage went in as planned, then the battalion would
suffer horrible “blue on blue” casualties. If it didn’t, however, then his counter-attack would hit an

199
undisrupted German line. Harmon gritted his teeth and ordered the barrage to go in, later hearing
the news with some relief that the American battalion had actually managed to extricate itself
before the shells hit.

The Allied counterattack opened with an elaborate artillery barrage from eight British Field
Artillery regiments and eight battalions of Corps artillery, along with naval guns and fighter-
bombers, on both German frontline and assembly positions. Force H rolled forward on schedule at
0630hrs: the 6th Armoured infantry advancing south of the Bowling Alley; the 30th Infantry astride
and to the north of the road in columns of battalion; Company G (Shermans) of 1st Armoured
Regiment along the road with the 30th Infantry; and Company H (also Shermans) operating on the
right of the advancing force.

The counter-attack started well, and by 0820hrs Force H was a mile in front of their jump-off point.
Unfortunately the Shermans of Company G, 1st Armoured Regiment, were then forced to halt
because of a broken bridge (much like the Germans the day before) and the 30th Infantry Regiment,
continuing the advance, came under fire from Tiger tanks and infantry concealed along the banks of
the La Ficoccia Creek and the brush on the north side of the road: its 2nd Battalion, leading, taking
heavy casualties. Engineers were brought up, however, and by 1330hrs the bridge was repaired. The
American tanks then poured over the repaired bridge and continued their advance: spreading panic
throughout the German troops in front of them.

Meanwhile, the tanks of Company H, 1st Armoured Regiment, had advanced a mile north from
Padiglione and then turned west towards the Spaccasassi Creek. This put them on the flank of the
German line and, as the tanks advanced blasting anything that looked like a German position, so
many prisoners were taken that the 180th Infantry had to be called forward to take charge of them.
By 1620hrs, both infantry and armour had reached their objectives. The main assault force was then
withdrawn during the night of 19th/20th February, with two battalions left behind to harass the
enemy line during 20th February before being withdrawn themselves.

There were also Allied attacks along the line of the Via Anziate. In the afternoon of 19th February,
the 1st Loyals and a company of 2nd North Staffordshire, supported by tanks from 46th RTR,
wiped out the German strongpoint on the Lateral Road; and a platoon of Company D of the US 1st
Armoured Regiment advanced straight up the main road as far as its junction with the Dead End
Road before being forced to withdraw under cover of a smokescreen. Although three tanks were
lost to German anti-tank guns, the raid flushed a couple of hundred German infantry from their
newly-established positions, who were then promptly taken prisoner by the Loyals and North Staffs.

Although the German continued their attacks on 20th February, the Allies had effectively broken
the back of the Fischfang assault. At 0430hrs, the Germans launched a battalion-strength attack at
the 1st Loyals, but by the time the men of the 67th Panzer Grenadier Regiment actually reached the
Allied line, Allied artillery had reduced the attacking force to the size of a company. More German
attacks never even got started: the Allies were continually blasting their assembly areas, and
communications had been terribly disrupted. As an example, here is a quote from American Forces
in Action:

“Leaving its assembly area north of the Factory in the early morning hours [of 20th February], the
1st Battalion of the [71st Panzer Grenadier Regiment] had advanced into no man’s land in the
centre of the salient. Under fire from all directions, the companies became confused, lost their
bearings, and became hopelessly mixed up. The battalion commander called a halt to reconnoitre.
He found that the 15th Panzer Grenadier Regiment, which was supposed to be on his right, was to
his rear; the two connecting companies had been destroyed, and the 3rd Battalion of his own
regiment had failed to follow up. Left isolated and under terrific artillery fire, the battalion

200
disintegrated.”

The Beachhead had been held.

Introduction

This scenario will focus on the 2nd Battalion, 30th Infantry as it attempts to drive up the Bowling
Alley. This time it is the Americans infantry who are forced to advance on alone after their tanks
are delayed by a broken bridge. I have scaled down the attack to company level, and have
contracted the time it takes to repair a bridge to maintain the flow of the game.

Map & Terrain

The roads shown on the map are all fair quality dirt surfaces. Although called roads, they count only
as hard terrain for movement purposes due to the effects of the weather and the movement of
armour. There are two bridges on the main diagonal road. The easternmost bridge has been blown
up, but the one to the west is still intact. The Germans know the state of both bridges, the
Americans don’t. The two creeks are impassable to vehicles. Infantry may splash across them at the
cost of two initiative dice movement. Infantry may also use them as a makeshift trench, although
they should be penalised for getting into and out of position.

The rest of the terrain is the usual featureless expanse of fields, with the only cover provided by the
odd patch of scrub or fold in the ground. Apart, that is, from the two patches of light brush shown in
light green. This provides good cover from spotting, and fair cover from fire. All vehicles not on a
road are subject to the Vehicle Breakdown card.

Initial Dispositions

All American forces enter the table along the road in the south-eastern corner of the map. Each
American platoon has its own Blind, and the force has an extra three False Blinds at its disposal.
Each time the American Blinds card appears, two Blinds may be entered on to the table.

The German force may be positioned under concealed Blinds anywhere west of the westernmost
creek. They are in hastily prepared trenches and weapon pits that give fairly good cover. Umpires
should make the German player draw where they want their foxholes and trenches to be on the map,
and mark which troops are where. Within reason, they can have more foxholes and trenches than
they have troops i.e. fallback positions.

Objectives and Victory Conditions

The American objective is to take the second, westernmost bridge on the main diagonal road. That
will allow the rest of Force H’s attack to develop. They therefore win the battle if, at the end of the
game, the bridge and the creek 12” to each side of the bridge is in their hands.

The German objective is to hold their position. They win the game if, at the end of the battle, they
still hold the westernmost bridge.

Special Rules

The Americans may send for and bring on an engineering team to repair the easternmost bridge.
This enters the table in the usual place three appearances of the Turn Card after it has been called
for. After that, each time then Turn Card appears roll a d10 and add the number of appearances of

201
the Turn Card. A score of 10 or more means the bridge has been repaired sufficiently for tanks to
drive across it. For example, the engineering team has appeared and is at the bridge. The Turn Card
appears again, and a two is rolled. One is added, as the Turn Card has appeared once, making a total
of three. The bridge is not yet repaired. Later, the Turn card appears for the sixth time. A five is
rolled. Six plus five equals eleven: the bridge is now repaired.

Notes on Big Men

The American Big Men assigned to Easy Company are Medal of Honour winners from various
companies of the 30th Infantry Regiment. The Big Men assigned to Howe Company are actually
members of Howe Company of the 30th Infantry Regiment. German Big Men are all German foods.

The Cards

Game Cards American Cards German Cards


Tea Break Blinds Blinds
Vehicle Breakdown x 2 Easy Company Big Man x 6
Bridge Repair Company HQ Company HQ
Turn Card Big Man x 4 Sniper
1st Platoon 1st Platoon
2nd Platoon 2nd Platoon
3rd Platoon 3rd Platoon
Weapons Platoon 4th Platoon
Howe Company Heavy Platoon
Company HQ Panzers
Big Man x 4 MMG Bonus Fire
1st Platoon Rally
2nd Platoon Dynamic Commander
` 3rd Platoon Off Table Artillery
Weapons Platoon
G Company
Reconnaissance Team
22nd Platoon
23rd Platoon
Recon
General Cards
Rapid Deployment
Dynamic Commander
Rally
Off Table Artillery

202
Scenario 21: Map

203
Scenario 21: US Briefing
You are Captain Charles P. Murray, Junior, of the 30th Infantry Regiment. It is February 1944, and
you are serving in the Anzio Beachhead in central Italy.

Things have been pretty hot recently: the Germans have made a determined attempt to throw the
Allies back into the sea. Their attacks have, however, been blunted by massive artillery fire, air
attacks, and the sheer bloody-mindedness of the foot sloggers: the Rock o’ the Marne is now also
the Rock o’ the Anzio!

Now you are about to launch a counter-attack to really put the Krauts off balance. For the last few
days, they’ve chucked tanks and infantry down a disused railroad bed nicknamed the Bowling
Alley. Today, as part of Force H, you’re about to pay them a visit the same way! As the lead
element of the force, your job is to clear the path for the main assault to follow. You must therefore
keep moving forward no matter what: any delays in your progress put the success of the entire
attack in doubt. Even if the tanks accompanying your men get bogged down in muddy terrain or
suchlike, your men must keep going on alone.

Okay, boys, saddle up: time to show the Nasties what for!

Map & Terrain

The roads shown on the map are all fair quality dirt surfaces. Although called roads, they count only
as hard terrain for movement purposes due to the effects of the weather and the movement of
armour. The two creeks are impassable to vehicles except at the bridges. Infantry may splash across
them at the cost of two initiative dice movement. Infantry may also use them as a makeshift trench,
although they will be penalised for getting into and out of position.

The rest of the terrain is the usual featureless expanse of fields, with the only cover provided by the
odd patch of scrub or fold in the ground. Apart, that is, from the two patches of light brush shown in
light green. All vehicles not on a road are subject to the Vehicle Breakdown card.

Initial Dispositions

All American forces enter the table along the road in the south-eastern corner of the map. Each
American platoon has its own Blind, and the force has an extra three False Blinds at its disposal.
Each time the American Blinds card appears, two Blinds may be entered on to the table.

Objectives and Victory Conditions

Your objective is to take the second, westernmost bridge on the main diagonal road. That will allow
the rest of Force H’s attack to develop. You therefore win the battle if, at the end of the game, the
bridge and the creek 12” to each side of the bridge is in your hands. Rumours that you have a time
limit in which to complete your objective are obviously untrue.

Special Rules

If you need to, you may call on the services of a bridge repair unit of engineers .

204
Forward Elements of Force H

Easy Company of 2nd Battalion, 30th Infantry Regiment

Company HQ
Captain Charles P. Murray, Jnr.* (1d6)
2 x Rifle Squad (7 men each)
1 x Bazooka (2 crew)
1 x Jeep

1st Platoon
Staff Sergeant Russell Dunham* (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
1st Lieutenant Maurice L Britt* (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Staff Sergeant Lucian Adams* (1d6)
3 x Rifle Squad (8 men each)

Weapons Platoon
2 x MMG ( 3 crew each)
2 x Bazooka (2 crew each)

Howe Company of 2nd Battalion, 30th Infantry Regiment

Company HQ
1st Lieutenant Hyman Pergament* (1d6)
2 x Rifle Squad (8 men each)
1 x Bazooka (2 crew)
1 x Jeep

1st Platoon
1st Lieutenant James Pringle* (1d6)
3 x Rifle Squad (7 men each)

2nd Platoon
Sergeant Norman Mohar* (1d6)
3 x Rifle Squad (9 men each)

3rd Platoon
Staff Sergeant Albert S. Brown* (1d6)
3 x Rifle Squad (8 men each)

Weapons Platoon
2 x MMG ( 3 crew each)
2 x Bazooka (2 crew each)

205
Elements of G Company, 1st Armoured Regiment

Reconnaissance Element
1x M8 Greyhound
2 x Jeep

22nd Platoon
4 x M4 Sherman

23rd Platoon
4 x M4 Sherman

Off Table Artillery

You may call in up to four fire missions from four 105mm howitzers. As you have no FOO, your
Big Men will have to co-ordinate the artillery’s fire.

Troops/Dice 0 1 2 3 4
30th Infantry 1, 2, 3, 4 5 6, 7 8, 9, 10 -

Vehicle AC Weapon Calibre Speed


M4 Sherman 6 7 75mm Average

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

Bazooka 8 8 8 8 -
Infantry Section 2 - - - -
MMG 2 2 2 1 1

206
Scenario 21: German Briefing
You are Hauptmann Bastian Bratwurst of the 29th Panzer Grenadier Regiment. It is February 1944
and you are part of the ring of steel keeping the Allies hemmed in to their bridgehead near Anzio,
south of Rome, in Italy.
For the last couple of weeks, the Allies have battered unsuccessfully at your defences: desperate to
break out of their beachhead and fall onto the rear of your comrades defending the Gustav Line.
Now, as they fall back, exhausted, the initiative has passed into German hands: and very capable
hands they are too! Already the enemy has been pushed back: first from Campoleone and, over the
last few days, from the small towns of Aprilia and Carroceto as well. All these successes mean that
you have now been able to launch Operation Fischfang (Catching Fish) designed to drive the Allies
back into the sea. The first day of operation was extremely successful: despite heavy enemy artillery
fire and air attacks, a wedge was driven deep into the Allied line. The second day was satisfactory
also: with more advances being made and an Allied counter-attack beaten back.

Despite all these successes, the Allied line remains unbroken, and casualties from the incredible
weight of artillery fire and aerial bombardment are starting to mount up. Already you have had to
speak severely to some men who expressed doubt that a way to break the Allied line could be
found. You are currently positioned along the line of a small creek that cuts the main diagonal road
(actually a disused railway bed) waiting to be told whether to advance again or to hold your
positions whilst fresh troops advance through you. You know an unsuccessful attack went in
yesterday, but communications are so bad (the Allied artillery has played havoc with Signals) you
are not sure of the current overall position.

As you sit in your foxhole a runner arrives from your forward positions. American tanks and
infantry have apparently appeared on the road in front of you. It’s a counter-attack!

Map & Terrain


The roads shown on the map are all fair quality dirt surfaces. Although called roads, they count only
as hard terrain for movement purposes due to the effects of the weather and the movement of
armour. There are two bridges on the main diagonal road. The easternmost bridge has been blown
up, but the one to the west is still intact. You have orders not to blow it up, as it is the only way
Panzers can get across the creek to continue the attacks. The two creeks are impassable to vehicles.
Infantry may splash across them at the cost of two initiative dice movement. Infantry may also use
them as a makeshift trench, although they will be penalised for getting into and out of position.

The rest of the terrain is the usual featureless expanse of fields, with the only cover provided by the
odd patch of scrub or fold in the ground. Apart, that is, from the two patches of light brush shown in
light green. This provides good cover from spotting, and fair cover from fire. All vehicles not on a
road are subject to the Vehicle Breakdown card.

Initial Dispositions
Your force may be positioned under concealed Blinds anywhere west of the westernmost creek.
They are in hastily prepared trenches and weapon pits that give fairly good cover. Draw where you
want your foxholes and trenches to be on the map, and mark which troops are where. Within reason,
you can have more foxholes and trenches than you have troops i.e. fallback positions.

Objectives and Victory Conditions


The enemy has appeared at the other end of the main diagonal road (the other side of the blown up
bridge). Your objective is to hold your position. You win the game if, at the end of the battle, you
still hold the westernmost bridge.

207
Elements of 29th Panzer Grenadier Regiment

Company HQ
Hauptmann Bastian Bratwurst (1d6)
Sniper
1 x Panzerschrek Team (2 crew)

1st Platoon
Leutnant Fabian Fastnachts (1d6)
3 x Rifle Squad (8 men each)

2nd Platoon
Leutnant Patrick Pfankuchen (1d6)
3 x Rifle Squad (8 men each)

3rd Platoon
Leutnant Eberhard Eisbein (1d6)
3 x Rifle Squad (8 men each)

4th Platoon
Leutnant Kai Krepple (1d6)
3 x Rifle Squad (8 men each)

Heavy Platoon
4 x MMG (3 crew)

Panzer Platoon
Feldwebel Siegfried Spatzen (1d4)
3 x Tiger I (E)

Off Table Artillery


You may call in up to three fire missions from three 150mm field guns. As you have no FOO, your
Big Men will have to co-ordinate the artillery’s fire.

Troops/Dice 0 1 2 3 4
Infantry 1, 2, 3 4 5, 6 7 8

Vehicle AC Weapon Calibre Speed


Tiger I (E) 11 11 88mm Slow

0- 4- 8- 12- 16-
Infantry AT 4” 8” 12” 16” 24”

MMG 2 2 2 1 1
Infantry Section 2 - - - -
Panzerschreck 13 13 13 13 -

208
Aftermath
The events in this scenario booklet were followed first by the death-throes of Fischfang, as Hitler
ordered the 14th Army to attack again, this time around Cisterna. The failure of that attack cost the
Germans another 2,500 casualties to add to the 20,000 they had suffered so far.

The Allies had also suffered around 20,000 casualties. Lucas was replaced by Truscott, seen as a
more dynamic leader, and never held a battlefield command again.

A stalemate characterised by aggressive patrolling and artillery duels followed, as both sides sought
to rebuild their shattered forces. The Germans built a second defensive line behind the “ring of
steel” around the beachhead; whilst the Allies planned a breakout to coincide with a major attack on
the Gustav Line from the south.

A much augmented Allied force eventually broke out of the Anzio beachhead in May 1944, but
Clark’s decision to turn the thrust that followed north towards Rome as opposed to east to cut off
the Germans retreating from the Gustav Line remains even more controversial than the question of
Lucas’ caution at the start of the campaign. But that, as they say, is another story, one that I hope I
will tell in a future scenario booklet.

As we began, so shall we end, with a final word from Shingle’s instigator and main supporter:

Such is the story of Anzio; a story of high opportunity and shattered hopes, of skilful inception on
our part and swift recovery by the enemy, of valour shared by both
Winston Churchill

209
Table of Comparative Ranks

British Army United States Army German Army


Colonel Colonel Oberst
Lieutenant-Colo ne l Lieutenant-Colonel Oberstleutnant
Major Major Major
Captain Captain Hauptmann
1st Lieutenant 1st Lieutenant Oberleutnant
2nd Lieutenant 2nd Lieutenant Leutnant
Regimental Sergeant Major Warrant Officer Stabsfeldwebel
~ ~ Hauptfeldwebel
Company Sergeant Major Master Sergeant Oberfeldwebel
~ ~ Feldwebel
~ Staff Sergeant Unterfeldwebel
Sergeant Sergeant Unteroffizier
Corporal Corporal Obergefreiter
Lance Corporal Private 1st Class Gefreiter
~ Private 2nd Class Obergrenadier
Private Private Grenadier

Bibliography
A Ramble Through My War: Anzio & Other Joys (Marshall, Charles)
American Forces in Action: Anzio Beachhead (Historical Division of the US War Department)
Anzio (Vaughn-Thomas, Wynford)
Anzio: Edge of Disaster (Allen, William L.)
Anzio: The Bid for Rome (Hibbert, Christopher)
Anzio: The Friction of War (Clark, Lloyd)
Battleground Europe: Anzio (Blackwell, Ian)
From Anzio to the Alps (Wells, Lloyd M.)
History of the Second World War, Mediterranean & Middle East, Volume V (Molony, Brigadier
C.J.C.)
Hutchinson Atlas of WW2 Battle Plans (Ed: Badsey, Stephen)
US Army in WW2: Mediterranean Theatre of Operations (Fisher, Ernest J.)

Websites
www.achtungpanzer.com
www.ibiblio.org/hyperwar

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