Cassino Rules

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Rl

The Battle for

Assaulting the Gustav Line, 1944


Copyright © 1978, Simulations Publications, Inc., New York, N.Y., 10010

1.11 ,rro.' TMOUUl."'nON 14.0 I' INN . ;1l UN ITS Terrain Key, T errain Effecls CharI, Game-Turn
2.0 HOW TO Sl'T UJ> Tilt: GAM~: 14.1 Effecu of Pms On Mo,ement Record / Reinforcemeni Track and Headquarters
2. 1 Init;alSOC't·Up 14.2 EffcclS of I',ns on Combat Supply StaHls Display.
1.1 Game-Tum Rcco,d/ Reln(orc..meni Track 14.3 Effecu of Pin. on H ~adquarteT5 Unit, A hexagonal grid is superimposed over Ihe Icrrain
J.O GAME t:QUII'Mt;,"" 15.0 NO .... IlOLOCKS realures prinled on Ihe mapsht'C1 in order 10
J. 1 The Game Map 15. 1 Con"rucling Roadblock< regularize movcmCnl and positioning of the play·
3.2 Game Chart) ~nd Tabks 15.2 Remo"ing Roodblocks ing pieces. To make the map lie nat, back·fold 11
l,J Thc " layin, Pi«n 16.0 .... RMORt:n UN ITS againSI Ihc creases. Small unil5 of masking tape
3A Pan,ln"emory 16. 1 Effecl' On A.morN Unit MO"ement may be used al the corners of Ihe map 10 hold il
1.5 Rult! QuestIon.' 16.1 Combal Err...", of Imm obilil31ion laul.
4.0 s£Qm:,"Iu: O'-I'LA\' 11.0 Rt:lNfONO:MH""S
5.0 "II:EI' AKATlO .' i nit.: 17.1 Entry Zones [3.2J GAM£C H ARTS ANOTAHtES
S. 1 Accumulation ~nd Ust o r Artillery 17.2 Deployment of Reinforcerm:nt , Various visual aids are provided for Ihe P layers in
and Air POml $ 18.0 V It.1·ORV CO,.. IJITIO," S order 10 simplify and illu,lralC certain game fune-
5. 2 Ut>c:ofSighlandEIe"atiom
lions. These include Ihe Game-Turn Record/ Rein.
5.3 Unob~r",,1 Fire
SA Ob~,,'alion Post~
[1.0) INTRODUCfION forcemenl Track, Bombardmenl Resuhs Table,
Opportunily Fire Combat Resuhs Table. Terrain
S.S Collateral Damage Ball/~ of Cussirw is a company/platoon scale Effcci s Chart, Clos~ Assaull Results Table, and
S.6 Rui ... simulation of Ihe Ihird Allied auack on the Ger· H eadquarters Supply Sl atU S Display.
S.7
Mortar Bombardme"t man Gustav Lin e around Cassino which occurred
5.8Ik>mbardment Rrsuhs Table in March 1944. Each Game·Turn is equal to sill [3,3J THE PLAYING I' IECES
tiM
5.1/ or
Sight AIJorithm and lh. hours of real time, and each hex represents a The cardboard pieces represenl Ihe RCHlal military
Lin. or Sight Gauge distance (across) of some fifty meters. units Ihal look pari in Ihe original baule. The
6.0 MO\' UU.NT
numbers and symbols on lhe pi~es represent Ihe
6.1 U n", 10 Mo,. Umu
Slrenglh. 1tI0veltlenl capabilily. and Ihe type of
6.2 Mo,"m"", Inh,bllions and Prohibitions
unil represenled by the piece. ThClle playing pieces
6.3 MO'" .""'nI Onto Abb<.y HIli [2.0) HOW TO SETUP are reFerred 10 as un/IS.
6.4 Tern"n Eff...:u Chan
7.0 ZO"l t:s Ot' (;OIlo' NOI.
T HE GAME (3.3 1] Sample U nil~

1, 1 Which Unu ~ E><nt Zon r$ of Control CASES:


1.1 Eff~c!l of Zones of Control
CO MBAT UNIT{Fronl)
8.0 OI'I'ONTU"TY fiN.; [2. 1] I NITIAL SET-UP
'. 1 Which Unit, \Iay Fir~ Cassino Town: Anywhere within the lown. the Unit Sile Area and Hex
' .2 U';na Opportunity Fir. German Player may deploy twO parachute bat- Unit Ty C3 or Entry
'.3 Opportunity Fir. R,",ulll Tabl~ lalions, Ihree engineer companies. and tWO ar· Ocsignation
'.0 :.~ rA CKI NG mored platoons, all al full slrength (Ihc German
9. 1 I'latool\5 Player ma~ deploy infantry unils already divided Attack Movemen!
9.20nfllading Strenllth Allowance
inlo platoon5).
10.0 SUI' I'LY
10. 1 Supply In<: r ~menIS and How to Rt·(kploy Ibih... ~ Station: Wilhin four hexes of Ihe railway
HQ Unil' station, the German Player must deploy Ihe CO MBAT UN IT (Back)
10.1 Supply !.Ines parachute machinegun ballalion at full slrenglh.
10.3 H~adquano" Supply Sialus Di5play Ab~y Hi ll: On Abbey Hill, above Ihe 400m con-
10.4 EH...cI ' of Supply on Combat and Mov~m~nt lour line, IhcGerman Pl ayer must deploy onc full
11 .0 s n :1' LOSSES ANIl UNIT NEONG .... NIZ....TlON parachule ballalion and Ihree observRlion post
11 . 1 Infant ry Com~ny Orpni7.alion unils,
11.2 ()(,rman Infant ry Plaloons
11.3 Reorpni1alion [2.2] GAME-TU RN RECORD/
11 .4 En&!lIttr Companks. Tank Plat oon •. BOO REI N"'ORCEM ENTTRACK RNUCN
8anahon Hudquan~r' SI~pS Strength
All of the remaining pieces represent either Infor·
12.0 COM tI ....T mation markers or reinforcement unils which
12. 1 Close: A'WlUII enler the game later in ils course. They should be 13.U] Summary of U o ll5
12.1 Rt:lCr>'o:'\ placed aside or organized accordi ng 10 Ihe track.
1l.3 SUppGfl Fire
Fro,,1 &,"
12.4 R..... lul;on of CI<m .... ssault Combal
Il .S Effects of f'Jalionalilies on Combat
,
11.6 Gurkha and G~rman Paralroop Night
CIOK A>Saull Honu.
1l.7 R~reat Guiddinn
[3.0) GAME EQUIPMENT
CASES;
....,
~.;16
...,IIM.",
Infantry Company

U .& Close A, ... ull Itesul" Tabk


13.0 N IGIlT GA1<-lt: .T UN," S
[3. 1) T H E GAME MA P
13. 1 Erf...cu of Night On VI"bilily The 22 ' )( 35" mapsh('('t porlrays the area in Infantry Plal oon
13.2 EH...cu of Ni,hl 011 Combat which the baule was fought. It indudes all Ihe {()("man)
13.3 Effects of Night on MO\'~ mem signi ficanllerrain in Ihe baule. It also displays Ihe

REMOVING THt: RULES FROM Ti llS ISSUE:


Ope n lilt malCuin r 10 Ih r unler, ~ nd Ih~ s lap lrs wil h a p~nk n i fr or sc rrwdrhtr: 11ft o Ul lhr rules and dose slaplH.
R7

Frollt B~' [4.0J SEQUENCEOFPLAY PROCEDURE:


Th e Phasing Player consults the Game-Turn

D
• C2
IEID
GENERAL RULE: Record / Reinforcemenr Track which lists the
Balta!;on flQ Rall/e o/Cassino is played in Game-Turns. There number of Arliller)· Points and Air Points avail-
2'"
·><) are 17 Game-Turns in a co mpl ere game. and cacll able for Ihe current P layer-Turn. For monar fire,
Game-Turn is composed oflwo Player-Turns. Tile each barralion headquarrers unit has one Mortar
, , Player wllose P layer-Turn is in progress is called
tile Phasing Player. Each Game-Tum proceeds
Fire Poin!. Air and artillery bombardment and
mortar fire are resoh·ed on the Bombardment
IQJ
"
II ,9 r<o7.
21l-lmO
Armor Company
[§J
1:11 191"1
10.J·120
strictl y in accordance wirh tile following outline.
No action or function is permitted that is contrary
Resulrs Table (5.8) wilh I he roll of a sinille die. A
Pla)"er rna) usc both t~pcs o f fire against the same
to Ihe &oquence of Pla ~. hex in a Preparation Fire Phase. No he~ may 1M: at-
tacked twice by the same ~ind of fire in the same
I. ALLIED PL AYE R-TU RN
§u § P reparation Fire Phase. Onl~ Enem~-occupied
I 'R",,, Armor Platoon , ,M
"", A. Prfp ara tion .·irt !'ha ~ hexes may be bombarded. Wh en Ihe Phasing
In-ll20 5-' ·120 An)· pin markers placed on Ihe map during tile P layer cannOI Irace a Line of Sigh I to the target
Pllasing (Allied) Player·s last Player-Turn are hex (sec Case 5.2), the accuracy of fire is affected.
remo~ed. The P hasing Player consults tile Game- and two is added to tile bombardment resolution

~
m."
, • I ...
3-4-40
En,,"~r Company

D Turn RI'Cord/Reinforcement Track to ascenain


the numlM:r of artillery and Air Points tllar are
available for use this Game-Turn. Consulting the
artillery and Air Bombardment Chart (S.8), Ihe
Allied Pla~er may utilize these points to bombard
hexes containing German units. The Allied Player
die roll. When a Line of Sigh I cannot be Iraced and
collateral damage results (see Case S.S), two is ad-
ded to Ihe separate die roll used to resolve the col-
lateral damage eHI'Ct.
CASES:
Airborne Comp,ilny may also usc mOrlar fi re from ballalion head- [5. 11 ACCUMULATIO N AND USEOF
quarters (S . 7) on the map for the same purpose. ARTILLERY ANIlAIR l'OINTS
K. Mo -e mNIII'haSf (5. 11 1 Al the beginning of eaeh Preparation Fire
AI lIis option, Ihe Allied Player may remove any Phase, the Phasing Player consults the Game-
Airborne Ma~hinegun
Ruin markers in lIexes in "·hich one or more of his Turn Record/ Reinforcement Track . Tllisspecifies
Company engineer companies is deplo~ed, unless Ihe hex is Ihe number of Air Points and Artillery Points
in an E nem~ Zone of Control. The Allied P layer a~ailable on the current Game-Turn.
moves any or all of hi~ units in accordance with th' (S. Il] The Phas ing Player makes all decisions as
rul es go~erning movemeni. He also consults Ihe to ho"· many Artillery and Air Points will be used
Obscrvalion pas,
Game-Turn Record/ Reinforcement Track to see if in a bombardment. Each bombardmenl is resolvl'd
any rdnforcernenlS arrive this Game·Turn and separa rely and the number of e3cll Iype of Poinl
deploys and moves the new units, if any. Units used is announced.
whicll move during the Phase are su bject to oppor-

I:rg I (S .U] The Phasi ng Pla~er may combi ne Artillery

EJ
tunity fire from the non-Phasing Player.
and Air Points in barraging a single hell. Neither
UIN '"m, ""k" C. Co mbatl'hasf type of Point may 1M: used in morlar bombardment
Allied units deployed on hexes adjacent to hexes (seeCaseS.7).
Rood Block Markel
containing German units IIIIlSI now artack all adja-
cent German unit s. The non-Phasing Plarer may (5 .14] Unused Artillery Points may be ac·
deploy units stacked with headquarters that are cumulated for usc on future Game-Turns. At the
Rcdu,lion Marker not under allac~ to reinforce lIellcs that are under end of his Preparalion Fire P hasc, tile, Player
should rI'Cord on a slip of paper any leftover Ar-

EJ
allack. Allied units that are not engaged may also
usc support nrc against either reserves that arc on tillery PoinlS.
their way 10 Ihe front or against unit~ that arc (S. IS] Unused Air Points may ncver be ac·

EJ PIN
""oj po" M"k"
(y~lIo ....) German Pin Markn
(gray)
PIN
under allack. Combat is then resolved according
to the rules which govern rllis function.
2. GE RM AN PLAYER-TU RN
The German P layer now IM:comes the P hasing
Player and now tak es his P layer-Turn. He repeats
the same Sequence of Play o f three P hascs as his
cumulated from Game-Turn toGame-Turn.
[5.2] L1 NEOFSIG HT
AND EI£ VATlONS
The map is a two-d imensional representalion of a
three-dimensional surface. Different colors arc us-
ed to code the IIc)tes at various ele~ations. Hexes
opponent. The complete Game-Turn is then increase in elevalion in jO meter increments, from
finished. and the Game-T urn Record mar ker is lero elevation up ro 500 meters. In addition \0 Ihe
13.41 I'ARTS INV ": NTO RY moved ahead one space on the Game-Turn color codi ng, the Players will find thai the various
One rules bookie, Record / Reinforcemenl Track by the German elevations arc identified wilh a la lM:l situated along
One sheet of die-CUI coulUcrs (200 pieces) !'Iayer to signify the passagc of one Game-Turn. the contour Jincs. A ·'cont our linc·· is defi ned as
One 22 " x )5" gam~ map Pla y then proceeds to a new Game· Turn . the edge formed by the meeting of twO different
One plas1ic dic(nm included in 5ubs.;rip.ion fields of elevation color.
edition) A Line of Sight is a perfectly straighl line ex ten·
One game box assembly (nol included in ding from the Cl'nll'r o f one hex (containing the
subscriplion edition)
[S.OJ PREPARATION FIRE observing unit) to the Cenll'r of a nother lIex (con·
GENE RAL RULE: taining Ihe target). The exislence of a Linc of Sigh I
I f lIny of Ille above paris arc damaged or missing.
wrile: means tllat tile observing un it can su Ihe Enemy
PrelXlr3tion fire consis ts of all artil1er~', air
unit for bombardment and other purposes.
Customer ServlC~ bombardment and mortar fire. Sueh forms of
Simulations J>ublica!joJ\~. ln~ . firepower may 1M: uli1i7.ed on ly during the prepara- A Li ne of Sight can be obstructed by inter-'ening
tion fire phase of each Player-Turn. Air and ar- elevations and/or by buildings.
44 Easl2Jrd Strcel
NcwYork.N.Y.lOOIO tiller~ bombardment capacity is measured in Bom-
bardmenl Points. Mortar capability is dependcnl (5. 21( ])l'S(" ribin lt th e Line of Sight
upon the number of baltalion headquarters units. Place a straight edge (a transparent ruler is ideal)
13.5] RULES Qm~STIONS All such fires arc resolved againSI indh'iduallargel so Ih~1 it connI'C\S the cerrter of the observi ng hex
Queslions concerning the mles ror HQtll~ of lIex("S. Units O(:cupying targer hexes may suffer wilh the center of Ihe targel hex. If Ihe line so
Clusino will 1M: answered if phrased in suc h a wa y losses, t>c pinned or forced ro retreat, or remain descrilM:d passes Ilrrouglr an~ elcvation "hith
that a one-word reply will suffice and if the ques- unaffected. Any retreats resu lting from bombard- could concci~ably bl oc k the Line of Sighl, Ihe
lions are accompanied by a stampW, self- ment arc conducted b~ the ownirrg (non- Phasing) P layer must resort to one of the methods detailed
addressed enw:lopc. Mark the erlVelopc "Rules Player. Collateral damage ma~ resllil from so me in Case 5.9 in order to determine whether or not
Questions: Bailie ofCusino" prepa ration fire. tile Line of Sight is obSlructw.
R3
15.22! Efft'f l of Ilulldln,,~ building or rood heK and collaleral damage is in- {5.8[ IJOMUARUMENT RESU t TS
BulidlOlS are considerl'd .0 be 10 meters higher dicated. then lhe largel he~ and all adjacenl TA ULf: (see C han and Table Shcet)
.hanlhe c-k' alion on ,,'hich Ihey ~rDnd. So. for e.~­ building and road hext'S arc dnastatt'd by
bombardment and con~ertcd inlO Ruins. All such 15.91 TUElINt: OFSIGHTALGORITUM
amplc. a building on 100 mClcr terrain reprtsCrlls a ANDnlE LINE O"SIGHTGA UGI;:
he~t'S are marked .... ith Ruin markers lind rt'main
p01cnrial oMlruclion 110 melers high. When rrac-
inllhc Unc or Sight on the map. a building should Ruins, with mo,ement and combal effects gi'cn Pla)'er5 may dt'termine Ihe Line of Sight in 1.... 0
be laken lOtO attOUrll onl) if Ihe line aC1Ually on Ihe Terrain Effects Chart (6.4). untillhe ~nd of .. a)·s: Ihey may use Ihe bask algorithm (mathe-
louch" or passes rhrou;h any parr of Ihe building Iht' game unless cleared by engineer<! (see Case matical e.'pression of the Line of Sight) or they
symbol irself (nor simply the he.~ that 'he building 5.62). If an armored unil is in II hu on .. hich a may use Ihe alla/og dc, icc \I hkh is a physical e~­
OCCUplC"i). Ruin marker is placed. it cannOt be mo,ed from pression of Ihe algorithm. This analog dc-.'ice is
Ihal he~ unless frced by engineers. called the Line of Sight Gauge. Usually. Players
NOle thai units in buildings are considered 10 be al \lill find Ihemseh'cs using Ihe algorithm only to
Ihe ele~lIlion of Ihe lerrain on .. hiehlhe building 15.52] The P hasing Pla)·er now chooses anyone
Slack of Enem)' units locatt'd "'ithin si~ ht'.\ ts of an check the occasional"close call·' on the Gauge.
Mantis (nO/len m~lers higher). Line of Sighl may
pass 11110 and Irom buildings, bUI nOI through air attack or wilhin Ihree hnes of a pure 3T1lllC'r) ALGOHITIIM PR(K;EI)URE:
them. attack 10 undergo damage as a collalcral effect of The baska/80rithm is as follows:
the original bombardmenl. The Phasing Pla)er
15. 23J EHttts o f C rt's tllt'~ n then rolls one die on Ihe Bombardment Results A (it'a r Unt' of Si~ ht nists onh if ...
Crnt hexes art' any of the hexes enclosed by a ring Table (5.8), using Ihe column he used originally.
of Cresl hnsides. Cresl he~C'S arc considered 10 be All parenthesized results arc ignored. The col- H is 'qual /Q
h - I.S
10 melers higher Ihan Ihe color code indicatts. So,
for e~ample, a group of creSI hexe~ on ISO meier
lateral damage re5ull is applied to the target he~.
The hex chosen for this collatcral damage effeci
o ur Kfuter than d
lerrain arc aclually al 160 meters. Note that the ,annot be the origi nal bombardntent larget hex. If II _ Heighl (in meier) of higher posilion minus
Hill10p clevalion givell in tht' cenler of each group ,ollateral damage is Ihe resull of a mi~ed heighl of lo .. er position.
of crest hc~cs is for idenrlficalion purposes only bombardment by Artillery and Air Points, the I) _ Distance (in meters) from higher position to
and should nOI bc construed as Ihc operative damage rangc is ~ix hcxcs, lo .... er posilion.
heighl of any of Ihe hnes. 15.5J] The non-Phasing Player repealS this idcn- h _ H~i ghl (in mcters) of polenlial obstacle minus
15.24] I.t'n"th of tiot' <If SI"hl tkal proccdure. choosing a stack belonging to Ihe heighloflowcrposition.
The Line of Sight from an Observation Poinr may Playcr who made the original bombardment.
d _ dislance (in melt'rs) from polential obstacle
be infinllely long: the Line ofSigtll from any other ]5.54] Thcft' arc no further effects from collateral 10 lo"er position.
unit may be no longer Ihan 20 he.\C'S. S« also Case damagt'. No more Ihan one additional he~ may be
IJ, I. atlacked b~· each P lay~r as its rts ull . Note thatlhis algorithm is valid fOf IIny game, not
onl)' Cllnino. Man y games (both by SPI and other
[5.l[ UNOUSER\'.: U .' IIU: 15.55) Nosingle he~ may be Ihe target of collateral publishers) used either a faulty '·ersion of Ihis
damage more t'tan once in any single !'Ia) er-Turn. algorilhm as the basis for Iheir Line of Sight fult'S
15.3 11 All artillery and air bombardment and all
monar fire art' oonsidered 10 bt' unobSl'rved unlt'ss [5.6] RUINS or Ihey employed a syslem based upon some other
a Une of Sighl can be ITaeed from a baualion conception or misconception of terrain lcometry.
Ruins arc a collaleral damagt' effect of artillery Playen mily wish}o substitute this simpler and
headquaners or hom an observation post to the and air bombardment abo~e a ('t'rtDin eon-
hex targeted by such firts. more accurate system in such games.
eenlration. The effect of such oombardmel1l III
15.32] WhenC\er a Playt'rutilr1.ts unobserved firt'. II" E Of' SI GII TGA UGE PH OCEIJ UHE:
built-up areas is to con'erl building and road
he must add 2 10 any die roll on the Bombardment hexes into rubble. th us preventing the mo'cment NOll' thaI heights arc t'xpressed in increments of SO
RC'Sulls Table (~8). Unobscn·ed fir~ affeclS die of lank unus through a ht'~ and actually mt'lcTS which arc subdi ... ided imo len meter frac-
rolls used 10 rcsoh e a collat~rol damage effect; 2 i~ strengthening the defensc of that he.\. Combal and tions. Horizonlally. distance is measured in un-
added to each such die roll. movemcnt effecls of Rums are Slated on the Ter- divided SO meter incremenlS (eorr"ponding to
]5 ..13] The Line of Sight mUSt be separalely ITaced rain Effects Charlo Ruins arc mar~ed on Ihe map hexC'S in Clluino. On the zero distanct' lint', locatc
roeach he~ bombarded. with Ruin markers. Ruins rna)' be remO\ed by Ihe height of Ihe higher position, Measuring from
engineer units, All building and rood hexcs adja- Ihi.~ poim (horilontally. in mctcrs) locate the range
15 . .141 No he~ SO meler< or more in elc'3tion may cent to a target hex that suffers collateral damagc 10 the lo .. cr positioo. and then on that line localc
be: largeted by un observed artillery or mortar bom- Ihe height of the lower position. Connecl these IWO
(S.5J are \:onverted into Ruins.
bardment. poi lllS ..·i th a 5traighl edge (a transparent plastic
15.61 ) Ruins cannot be ,Ieared ir Ihey arc in an
[5.4[ OUS.: RVATION POSTS Enemy-controlled hex. ruler is ideal). Now locate Ihe heighl and di stance
or any suspected obslacle. Rcmcmber that In
{5.41 ] Un like OIher types of unll S, obscrvation ]5.b2 ] Unpinned engineer companies may clear CUnino, a building adds ten melers 10 Ihe height
posts arc not restricted to a limited Lille of Sight Ruins at the rate of one hcx per Game-TUTTI, Any orany obs tacle and a crest hex adds ten melers 10
(sec Case '.24), A Playcr may lrace ~ l,i!,~ ()f Sigh,L. RlIin ~ hex c~llIaining a.n enRinccr unit mav be con· ,h.. h ~ ; ,, '" "r ~ ., y "h~'~"lt nr f'!"'<;!;"" "L~ , ~:: ", .. , "
\'/I)M '\flr' o'b\cWli t,'o'rr11~H ~ 'ilny o\~IUlii:~ · (lIt)\\: ~i d ;' "s"ioered cleared al the Slart 01 the OwnUlg l' la )'er·s obslacle IS hight'. Ihan the LlIle of SIght at the
see Case S.2 ). Mo" ement Phase. before any units arc rno"ed lex- poim of inlerstclion. then the Line of Sight is
]5.42] Observation post units cannot be ",o,ed ceptiOli : sec Cast' 5.61). blocked. If the Lint' of Sight t')(3ctly inters«t5 the
except .. hen ",arried" by other units that do han'
independenl mo~emeni capablill y.

IS.b)] An engllleer company cannOI expend more
than 10 Mo'ement Poi ms on the Game-Turn il
obstacle. or passC'S o'·t'r it. then Ihe Line of sight is
not blocked. If there is any doubl. Players should
15.4.1] Obser~alion postS callnOt allac!. in close clears a Ru ins hex. rt'Sort 10 the Algorilhm. Note that, tl'Chnically
assauh (sec Case 12.1). They ha\e 110 Zone of Con- (5.7J MORTAR UOMUAROMI;:NT speaking. tht' Line of Sight cou ld pass as much as
trol (sC'C Section 7.0). bIll rhey can dt'fend .. ilh a one and one half meten ~/o"" Ihe obSlacle and
15.1 1) MOrlar fire is handled differemly from ar- slill not be blocked (this accounts for the a'CI'"age
S(renglh of I. An ObSef"Hlion])OSt Ihal i~ Macked IIlIery and air bombardment. Each battalion head-
..·i,h other units lrl,ol,ed lrl comb.al takc.-s no losses height of the firing poim and the target abo,·c the
quaners on the map may fire mortars ..,ith ~ lerraln on which thl')' stand).
unless the stack is eliminated. The observation strength of I. The columns on the Bombardment
post may ad~ance afler combat .. ilh its stack. or it
Rt'Sulls Table correspond to the number of head·
may be foreed to retreat. Obser'·ation posts have quarters units engaging in one firt' mission,
onl), one SIl'P of Slrenlllh and arc eliminated if
ror~ to lose a Step. Obsenalion posts cannot be 15.71 ) A battalion headquarters may fire mortars [6.01 MOVEMENT
recreated or replaced. al a targel more than two hut'S from Ihe location
oflhe headquarters unit. GENERAL RULE;
[5.5[ COl-LATERAL UAMAGt: 15.7J) Different battalion headquarters may com· During a Movement PhaSt'. the Phasing Player
bine their mortar firC'S to target the same he~. may mme a.o; man)' or as few of his units as he
At ,ertai n concentrallons of firepowt'r with cer- wishes. The mO'·emt'nt capabilily of each unit is
lain dit' roll rc.-sults, Ihe Bombardmem Rtsults 15.14] Morla r fire may be used against a target measured in Movement Points; t'ach unit has a
Table ma), specify a collolcral damage result hcx that is also being bombarded by Artillery or MOl"tm,nr POinl Allo .....anu. Movt'menl of a unil
(parenlhcsi/.ed results on the lable). This has tht' Air P oin ts in the Sante Preparalion Fire Phllse. illlo a hcx requires the expenditure of a ctTlllin
imml"dialccffects.dcscribed in the foliowing Ca sC'S. 15.75] Morta r fire requirts the expenditure of sup· number of Movement Points dc~nd ing on 'he ter-
15.51] I(the targel hc~ of the bombardment was a ply(sccScction 10.0). rain in Ihe hex (see the Tcrrain Effects Chart. 6.4).
R4
Each unit can be moved each Game-Turn up 10 the T here are differences between this k ind o f disposi- PROCEDURE:
limit of its Movcmcm Point Allowance. No unil tion a nd wha t is Ilccessa ry to fight alld ma rch 011
fleed be mm'ed up 10 its full capability in any the slopes of Abbey H ill. To refieclthis. a unit t hat The Phasing Player moves his units one by olle.
Game-T urn . M ovement is emire!y al the discretion is movtd intoa 50 metcrdc~ation hclt from a clear Eac h time he compLetes a unit's movement. the
of Ihe Phasing P layer. Un its being moved may be or tOWIl hex must stop in that fi rst slope hex and be non- P hasing Pla yer may allnounce that hc will
fired upon by Enemy unil~ utilizing opportunity moved no furt her thai Game-T urn. On the follow- engage in opporl unity fire allainst that unit. T he
fi re. Opportunity firc may result in losses to a ing Garnc·Tu rn. the uni t may be moved norm a lly. no n- P hasinll P laycr may then require that the
moving u nit or in a unit's bcing pinned (sec Case rno~inll piece be placed in any hex along its path of
/6 .32[ A unit ma y be moved or retreated fredy movemen l to undergo opportunity fire. The non-
8.25).
from the slope of A bbey Hill 01110 clear terrain or P hasing P layer thell armounces the number of
into the town. [ II that cycnt, however, it is again company-equivalents engallinll ill opportunity fire
PROCEDURE:
subject to the movement constraint when being alld dcmonstrateS a Li ne of Sight (5.2) from a ll fir-
Move each unit individually. tradng lhe path or its moved back onto A bbey H ill. ing units to the targct unit. The non- Phasinll
movement Illrough a hexagonal grid primed on the
[6.33) Any units bCllinninll a Movemelll Phase on P la~'er thell rolls the die and consults the columll
map. Each hex has a Movement Point cost as on the Opportullily Fire Results Ta blc (S.3) cor-
Abbey Hill arc not subject to t he movcmcnt con-
specified by lhe Terrain Effects CharI (see Case straint ofCa se6.32 and may be moved nprmally. responding to the Ilumber of companic~ firing.
6.4). T hese costs are added in calculating Ihe Any results are app litd immediately.
movement of a particular u ni!. Basically, one [6.41 TERRAIN EFFECTS CHART
Movement Point is expended for ea ch hex inlo (sec Chart and T able Sheet)
which a uni t is moved foll owing a road; Olher ter- CASES:
rain requires thc cltpenditure of mOTe than one [S. II WHICU UN ITS MAY nRE
Movemerlt ·Poi nt. When the Player fini~hes mov_
(8.11] Obse rvation POSIS, battalion headquarters
ing a particu lar uni t, he removes his hand from the
un it, Moye-me-nt is thcn cons idertd com ple-te-d, and
[7 .0) ZONES OF CONTROL units, and platooll sized units callnot use oppor-
that counter cannot be movtd again in that P layer- GENERA L RULE: tunity fire. All other types may.
Turn. Note : At any poim during a unit's move· The silt hexagons immedi atdy surrounding a hex [8. 12) No Friendly un it may engage in opportuni-
ment, t hc non- P hasing Player may interrupt the constitute the Zone of Control of any uni t occupy· ty fire more thall once per Encmy Playcr-Turn.
movemem with opport u nity fire. ing that hex. Hexes upon which a unit exerts a [S. (3) Opportu nity fire requires the expenditure
CA SES: Zone of COlllfOI, called controlled hexes, inhibit of supp ly (see Section 10.0), and units cannot
the movement o f Ellemy uni ts. Move ment of a engage in opportunity fire ulliess the requisite sup-
[6. 11 HOW TO MOVE UNITS unit must Stop immedi at ely upon cntering an ply call be furnishtd by a bat talion headq uarters
[6. 11 ) During a M ovement P hase all. some, or Ellemy-controllcd hex. A Pla ycr cannot move his IInil.
none o f a P layer's un its may be moved. A ny unit ullits directly from one Enemy·controlled hex to
that is moved may be subjected to Enemy oppor- all adjacent Enemy-comrolled hex.
18.21 USING OPPORTUNITY FIRt:
tunity fire (see Sec tion 8.0). CASES: [8.21 ) A unit may use- opportu nity fire on ly
(6 . 12) U n u~ed Moveme-nt Poims cannot be ac- against hexes to which a linc of Sight can be trac-
cum ulat ed from Gamc-T urn to Game-T urn , nor
[7. 11 WHICH UNITSEXF.RT
ZONES OF CONTROL ed fro m the firing unit's OWlllocation.
may they be transferrcd from one unitto a nOlher.
Com bat units excr l a Zone of Control at all times [8.22 ) Targcts for opporhlllity firc arc units. not
[6.13] Moyement Poj,m are- e:o;pended as a u nit is
during a ll P hases of the Game-Tu rn. Co mbat units hexes. All opportunity fire resu lt against onc unit
moved into a hu. A u nit cannot be moved 10 a hn crossing a he:o; has no ('frect on any other unit
include all units exccpt ball a lion hcadquarlC'TS
if it hal; insufficiem Moye-ment Points remaining which may alrcady occupy that hex.
units a lld observa tion post ullits.
toC'Xpend t he apprOpriate terrain cost.
[7.2) EFFECTS OF [8.13) A sinilic movillg unit may be cngaged
[6.2J MOVEMENT INHIBITIONS rcpeatcdly by opport unity rirc along its pa th of
AND PROHIBITIONS ZONES OF CONTROL
movement provided t ha t no unit is fired upon
[1.2 1) Moving a unil into an Enemy-cont rolled more than once in thc same hex and that no firing
[6 .21) Uniu cannot be moved into Enemy-
he:o; requires no extra Movcment Poilll expen- unit opportu nit y fires more than once per Garne-
oceupied heltcs.
dilure. Turn.
[6.22] Salta tion headquarters units and obse-rva-
[1.22 ) Friendly Zones of COlltrol affeet on ly t he [8 .24] Results of opportunity firc are im-
tion post units have no move mem capa bility of
Ellemyunit movcment, Ilot Friclld ly mo~e m cnt. plemented imnte-diate ly. at which lime the non-
thcir own and must becarricd by other pieces. Por-
tage of suc h units is an eltception to the stricture [7. 231 Zones of Control b loc k Encmy supply and Phasing P laycr also eXpC'nd s supply (see Section
that units must be moved indiyidually. O bserva- ret reat paths a nd thc ar riyal of Enemy reserves (elt- 10.0) fo r the opportunity fire hc has made.
tion postS IIlld bat1a lioll head q uarters units sufFer eeption: see Case 7 .25). IS.2S[ A Pin rC!;u lt agaillst a moving uni l stops the
from any pinncd efFects incurred by the unit p.24] T here is no a dd itional e(fcct of having u nit's mOVCment for that Game-Turn in the hex ill
transportinll them (on ly). more thall onc uni t excrl its ZOlle o f Control onto which the u ll it was hit by op port unity fire. No
[6.23 ) Ar mored units cannot be moved into heltes a lIiven hcx. other result affects unit movcrnent.
eom a ini ng Ruins resulti nll from eolla teral damage [1.25] Friendly Zoncs of Control do not extend in- [S.l [ OPPORTUNITY"-IRE
(see Case 5.S). to Enemy-occupied hcxes for supply and retreat RESULTS TAUlE
[6.24J O ncc a unit has been mo.'ed into an Enemy- purposes. (see Chart and TableSheet)
comrolled helt. or when a unit reccives a Pin result
from opportunity fire, the unit may be moved no
further in that Gamc-Turn (exception: Case
13.31).
[6.251 No Germall un it may be moved or advanc-
[8.0) OPPORTUNITY FIRE [9.0) STACKING
ed after comba t into allY hex wit hin two he-xes of GENERAL RULE : GE NERAL RUL E:
an Allied Entry Zol'l e (see Case- 11. 1). T he non· P hasing Playcr may use his own com- T he Allied P la)'er may ha ve up to two companies
[6.261 Ce-Ttain terrain efFects movemem. For elt· pallies to at1empt to interdict the movcmcnts of and one headquarters unir in the same hex. The
ample. movemem of a unit from one- elevation to Enemy uni ts by using opportunity fire duri nllthe Ge r mall Player may stac ~ two compa nies. one pla-
anothe-f across II COn to ur lillc (a hexside bet"'een Enemy Movement P ha se. As thc Phasing Playcr toon, and one headquarters ullit in a singlc hCll..
twO colors of terra ill) req uire-s the expenditure of moves each unit. it is subjecl to o pportunity fire in Stacking Limitations have no effect on observation
two additional movemem points for every SO any heJC along the pa t h of movemelll, depending posts.
meteT"S diffe-Te-nce- betwce-n elevations. See the Tcr- on the non- P hasing P laye-T's ability to trace Lines
ra in Effects C hart (Casc 6.4) faT a complete list of of Sigh1 to the ta rget ullit from any non-Phasing PROCEDUR E:
tcrrain effects on mm·ernent. un its used for opport unity fire allai llst the tHlLet P layers move units to Ihe same hn alld stac k them
unit. OpPof\uni1y fire is reso lved using the O ppor· on each other. [n cases of u nits havins Reduced
16.31 MOVEMt: NTONTOABBEY Hill tuni ty Fire Results Tab1c (8 ..3 ) and may result in St renllth marke rs. it is irnportallt regardless of the
[6.3 1] T he cou nters reprcsclll units that a re con- the ta rget unit being Pinned or incurring a Step order of stackinll. to kcep the- unil affccted joined
vClllionally disposed for infantry opera tions. loss. to its Reduced Strcngth mar~er .
R5

Cassino
CHARTS&
[6.4J TERRAIN EFFECTS CHA RT
Terrain Typt
Road
Trail
MOl"tment Point Cost

2
I
Combat EH«t
Other terrain in he"
Other te rrain in hex
Defender tripled
1
Ra vine 8

TABLES Crest hexside Depends on elevation


(sec Case 5.2)
Defend er tripled if attacked
" uphill" through all
Crest hexsides
Building 3 Defender d oubled
J
Conlour hexside + 2 to cross each 50 None

Ruins
meters
/"jafllry: twi~ normal Defender doub led
-
terrain cost
Armor: Prohibited
Roadblock (same as Ruins) None

,
[S.3[ OPPORTUNITY FIRE
COM8AT RESULTS TAULE
Stream hexside + \0 cross None I
III~' I , 3 , 5+
River hexside Prohibited, except at
bridges
Contbat across River
he"side prohibited
I - - - - P Clear terrain at an elevation of:

1
J
-
-
-
-
-
P
P
P
P
P
o to 199 metrrs
200 to 299 meters
2
3
None
None -
,
J - P P P P 300 to 399 mete rs
,
4 Ikfender doubled
J
6
P
P
P
P
P
P
P
I
I
I
400 to 449 meters
450 meters or more , Ikfender doubled
Defender tripled
Tenain Movement Poim \:ost! arc c umu!ali ~c. Terrain Combat Effects arc cumulative;
Opportunity Fire by more Ihan S COl1lpanies is
however, Ihe defender ma~ never be mon: lhan tripled. Terrain bonuses arc applied prior 10
resol~ed on the S + column.
1'111 effects loa defending unit's Dcren~ Strengt h,

[5.SJ BOMBARDMENT RESULTS TABLE


Numbt:r of Air and / or Artillery Points or
Number or firing HO Uni ts (Mortar Bombardmr n1)
mt: I 2 3 4 5 6 7 8 9 10 +
I P P P I I PI PI 2 2 (3)
1 (rl) P P P I I PI PI (2) (2)
J (rll P P P I I (PI) (PI) (2) EXPLANATION
- (r1) P P P ( I) (I) (PI) (PI) OF R ESULTS
- - (") P (P) (P) (I) (I) (PI) For All Co mbat
6 - - - (") (P) (P) (P) ( I) ( I) Resulls Tables
P _ Pin :
Bombardmf'nu by more than 10 Air/ Artillery Poinl5 or HQ uniu (in mOrlar
bombardment) are resolvf'd on thf' 10 + column. 1, 2. J - Aff«tf'd unit must lose the in·
dicated number of Steps:
rl , r2 , r3 = Aff«ted unit must be
[12.SJ CLOSE ASSAULT COMBAT RESULTS TABLE retreated the indicated number of hextS
Combat Katio (Allackrr S trrngth 10 Defender Strength) away from ils initial hex ;
- - Nocffcc t;
IJ/£ 1·3 1·2 1·1 3·2 '·1 3-1 ' ·1 '·1
( ) ... Parenthesized results indicate
I 2r1/- 1/ - 1/- 1/- 1/- 1/- 1/- 1Ir1
collateral damage (applies to Artilleryl
1 21- Ir2l- Id/- 1/- -I I I/ lr[ -/ lrl -/ l rl Air Bombardment die rolls o nly: ignor-
J Ir2l- Irll- 11- II I 1/ 1r! -/1r! - I rl 2I2rl ed for Mortar and Secondary damage
die rolls).
~ Irl/- 1/- II I -I I -Ir l -/lrI 212r1 - / 2r[
j 1/- II I -/I 1I1 rl - / lrl 2/2rl -12r1 -12r2
6 II I -I I I / lr[ -/ l rl 212rl -l2rl - 12r2 -l2r3
Rf'5uItS to lefl of slash refer 10 AUDCkf'r: IhOM: \0 right of slash apply to Ddendf'r. Combat at a ralio
of less Ihan 1-3 is Te5olvf'd on the 1·3 column; combal at a ralio of grealf'r Ihan S· I is resolvf'd on thf'
S·I column.
Hexes ~ 0 , ,, 5 B 7 B 9 10 11 12 13 ,. 15 115 17 ,. 11 20 21 22 23 2-1 25 28 21 2lI 29 3031 J2 33 )01 35:111 37 38 19 40" .02 o&J oW 45 ~ 'J .. ~ 5O s1 !02 53 5" 5558 P !is ~ 60

-.-~-
510 . . ~ .. :. ... ;. ,I,
500
.:. ... . . ....• ~ ......,'.~ .•.•. • •. ~ ......... ..... ~ .• ~ . . • . •.•.••.•.. ", . . . . . . . . . . . . . . . . . . . . . . . . . ", • • • • •. ", •••.••
510
500

:~ : ::~::;::;::::':::::::~::~::(ti : :~::~: : ::::~:::: ::: '::::::::::: : ::~::i:~::::: .::;:::::::: :::::::::::: ":".";:~::::~:::~::.:: :::~:t~ : :;:::::~::: :::
470 . , •..... :.; .. !•. :. . : . •. ~.. . •.." .... • .••.. ~ ......... ~ ..................... .. .. .. . ... .................. . ..... , .......... . . . ...... ... .
470
460. .; .. '.. , . ; .. 1•. :. . : . •. ;.. . •. , .•.. ',. .,. ,', ,', . • . . ,', , ', .•. , . . .. ', .•.• . ,',. ., .•..'. ,',. ., ..... '. . •. . .' .. '.. , . , .... ~ ., . , ..' ....•. , ..'. . .. • ., ..' .. '.. ,. . 460
ill .... .... .. . . . .. .... . ill

ili I :.: • :' •'•.:...: •:•: •.' :'::. :.:: .:. :: •.:.~ :i· :.•:: •::•....: •:•::. :•;•:• •
400 I
~ :~ ~. ~ . .
ili
1. :.: :..;: ::.: :.: •:• •• ,: •:: . . :• •: :.. •••. :::.••: [.1 ·
. . . . . 400

m :.;: .:~:,: j::::::... ... ,.,: ••. 1:::1: • :::. i;: :.:.::: .• :;: . ::~::::~: .: .i: ': ;:.::.1; • ::: :'.:::: j.• :.:: i j:::: :::!::,:,. j. m
350 350
]4O . . . ~ .. :.. ; . :.,' ..:.. :.. ~.~ . .'.. ;.. ; . ~ ..:. . . ;.~ ..;.. ~. " ..... ~. ~ ... " .. ,'.! ..' . .'..... , .... . . . : ..> .:.. :.. 1..;..;.. :.: .... :.,,' ...... .' .. , '.' .: '.'';'"
330 ·1· , ..:-.;. . , . j-.;..;..•. , . .' . .;.. '. , ..;. ·1·,· ,. -:..;... 0··;'·;·'··· .... ,.,. 0······· · , ..;. .1., .....:.. ; .......... ;.; ....... ;.; ....... 0.0.; . ..... ,... ....•.
340
330
~;~ I: :::::: ::::: : ': :::: ::: .:: :::: :::: : :: ..·· r··.:::: ..... : . : ::: :::·1 :::: .~;~
JOO .:.: .:.: :
. '.' .... ;....: .. :.. ;.; .. '.. :.. ~.; . .; .... ,.;.~ .. :.. I "'~' .:.. .. JOO

I
290 . . ; ..:.. ;..: ...:.. :.. ;.; .. .. :.. ;.: ..:... ;. , ..:.. :....: ..;.. :.. : ...;..;.. ;." ... :.. , . , . .:. . ~ 290

~E'
~
............. v.~ .... :::::::::::~:: :: ...
.
~:::: : : : : :. : : : : : : :::::::::; ::::~:::::::: : . , : " ::: : : :
..
:i:....
}:~ : ~::::!::~:~:~::~:~:~:~::~::(T~:t~:
' .........
~E ~

240. . . .•.....•. .•.....•... .0. ...... . . .•....... . . ......... : .. 1•... : .... :.. 240
2]0 ....................... . ............ .. .................... . ~ .. ~.. . .. ..... ~ ... ; .... ~.:.; .. :.. 2]0
220. .,., .. '. ". . ....... , . , ....... , . ~ ..:.. .,., . ... .... ., ..... '.. ,. .... .... , . , ....... '.. , . .... ., .....: . .;.. . : ..:.. :.. : ... .; . .;.. : . ~ .... ... ! ..;- ..' . . ;. ..; . .;.. 220
210 . . ; ..; .. :.. :.. ":":,,., . ;.,, .. :.. ..... ..;. ., ..; .. :.. ; . . .: .. :.. ; . \ ... .;.... , ..... . , . I' • I . .: . • •• , ..... , . 210
200 200

::: ::::::::::. :::::::::::.:::::::::::::::::::::::: :::~::.:::: :::::: ::::::::;::;:: ..;.. ::::::;::::: :i:::::t:t:·::~::t:;:!:::::~::; :~::;: : :;::;::;::::: ::
170 . . , ..;. .... , ........ :.. , . . .;.. ;.. j ..: • • • ; . , ..: • .; . . . , .... .;.. , • • •;'';•• , . ; .... ; •• :.. ; ••. • • • ; . , •• : ..... . , ........ , . . . . . . , . , . ,.. • . . . .... " . 170
160 . . . .•.....•. .•.....•... .....•...•....•...•..... ...•....•. .•.....•.........• . . •.. c .. i.::..::.:.: .. ".:.. :. 160
'"
.: : • : ::::":::::;;:!:::·i:··:O:~::. ::::.• ~. :~::;::.:: •• ::..:J:.,:; ••••• ,.: •• :.j:.• :•. : I· :·:.::::·::::.;· • • ,· l~
~
150 ; :: :. ':. 150

l~
;:;l
«
~
;-
:l:
·:·:1::···
...-
~ 90 . . ;. o· .: •• : • • • ; •• : • .;•• ; • • ••••• :•• ; . ; . ·1·.•.. ;.; ..•..... ; ..:..;... ; ..:.... ; ...:.. ;.: .: .. 1··;·:.;· .:... ........... :.. :.. : ... ·1· .:...... 90

E: :;:;:~::~: :::~::::~: :~::~:;:~::::~ :~:~:::: :;:;:::::~: :;:::::~:;: : :~::~:;:i::::~:i:~>:(:i:~>:~: :~:::::~T:' ::;::;::::~:li: :;::~:t E
< J)

o
50 . . ... . . .. 50
'"z
:::l ~: :::::::::: ...~ .. ~ ... :::::::::::::::::::: ..... ::::~: ::::::::::: ::::::::::::::::::::::: ::::::::::: : i::~::~:~: · ::;::::~:~ : :l::~:",,,,,, jg
~
on
~~o: ::,:i::~:t :i:t:::> ::;::~::::i: ... :~:~::::: :;:i:::::::: :;::::::::; : ::::::::; :::::::: :;:;::::- ' i:~:::::~: :j::]::~:~:
... ·'1'· rt:~:~:i::!:
... , :t:~:L:~::
. . .. 7~0
'"
co Hexes " 0 2 3 • 5 1 8 9 1011 12 13 10 1511171819 2021 22 23 2.2528 27 28 211 3031 J2 J3 JoI 35315 37 38 19 40-1 012 013 .... 45 46 _7 "II ~ 50 51 5;! 53 50! 55!if! 57 58 59 60
R7

Cassino
CHARTS&
[6.4J TERRAIN EFFECTS CHART
TerninTHJC
Road
Trail
Ra vine
Mo~emlrftt

I
2
Point Cosl Combat [UKI
Olher terrain in hex
Other terrain in hex
Defender tripled
]
8

TABLES Crest hex side Depends on elevation


(see Case S.23)
Defender tripled if allacked
"uphill" through all
Crest hexsides
Building 3 Defender doubled
J
Contour hexside + 2 10 cross each SO
ffitters
None
_.
Ru ins Infantry: twice normal Defender doubled
terrain COSI
Armor: Prohibited
Roadblock (same as Ruins) None
[8.3) OI)PORTUNITY fiRE
COMBAT RES UL:r STA BLE
Stream hcxside
River hexside
+ to cross
Prohibited, except at
None
Combat across Ri ve r
I
fill" I 2 3 4 5+ bridges hexside prohibited

I - - - - l' Ckar lerrain at an elevation of:


1 - - - p p o 10 199 meters 2 None _.
j - - l' l' l' 200 10 299 meters 3 None

4 - l' l' l' l' 300 10 399 meters


400 10 449 meters
4 Defender doubled :J
5 l' l' l' l' I l Defender doubled

• l' l' l' I I 450 meters or more l Defender tripled


Terrain Movrmr nt Poim (O$t5 are (Umuhltive. Ter ra in Com bat Eff«ts arc C'utnuhlti~e:
Oppormnil y fire by morc lhan 5 cornpani t'S is
howner. the defender may never be: more than tri pled. Terrlin bonuses are applied prior to
resol ved on Ihe 5 + column .
Pin effects toa defending unit's DefcnseStrenllth.

)5.8) BOMBARDMENT RESULTS TABLE


Number of Air Ind/ or Artillery Points or

fJlf' I 2 3 4 ,
Number of Firing HQ Units (MortlT Bomblrdmen1)
6 7 8
• 10 +
I l' l' l' I I PI PI 2 2 (3)
1 (rl) P l' P I I PI PI (2) (2)
j - (rl) l' l' l' I I (PI) (PI) (2) EXPLANATION
4 - - (rl) P P l' (I) (I) (PI) (PI) OF RESULTS
For All Combal
5 - - - (rl) l' (1') (P) ( I) (I) (PI)
Results Tables
• - - - - (rl) (1')
Bombardments by more than 10 Airl Artillery Points or HQ units (in morcar
(1') (P) (I ) ( I)
p .. Pin:
bombardment) arC' resolved on the 10 + column. 1. 2. J - Affected unit mus t lose the in·
di cated number of Steps :
rl. r2. rJ = Affected unit must be
[12.8) CLOSE ASSAULT COMBAT RESULTS TABLE ret reated the indicated number of hrxes
Com hll Rllio (AUacker Strength to Defender S trength) away from its initial hex:
1·3 1·2 1·1 3·2 3·1 4·1 - - Noeffect;
fJlP '·1 '·1
( ) '" Parenthesized results indicate
I 2rV- 1/- 1/- 1/- 1/- 1/- 1/- l / rl
COllateral damage (applies to A rtille ryl
1 2/- 1c2/- Irl/- 1/ - -/ 1 IlIrl -/ 1r! -/ lrl Air Bombardment die rolls only; ignor-
j Ir2/- hl/- 1/- 1/ 1 !llri -1Ir1 - lrl 2I2rl ed for Mortar and $«ondary damage
die rolls).
4 Irl/ - 1/- 1/ 1 -/ 1 - irl - 1Ir1 212r1 - l2rl
5 1/- 1/ 1 -/I I / lrl - / Irl 2I2rl -l2rl -l2r2

• 1/ 1 - /I IlI rI - / l rl 212rl - l2rl -l2r2 -l2r3

Results to left of slash refer to Ana cker: those to right of slash apply to Defender. Combat at a ratio
of less than ' ·3 is resolved on the ' ·3 colu mn: combat at a ratio of gTeater than j . ] is rC50lved on the
j . ] column.
Helles · O l 1 J ' S , • II 10 11 12 13 " lS ul 11 I' " 2021 21 23 ~ 2521 V :2S 2t 3011 12 JJ 301 35 311 37 38 19 40. , U 45 018 '7 ~ 49 SOS! 52 ~ SO 55 58 57 511 51 60

I... . .. . .. . :
Q oM

EltUlion- . t le\llli on
510 ... :.. ,.~ ..:.. ~... .~ . . : ..:.. :'.: .... :.. :. ... : ....•. :.~ .. :.....•. ,", . . . . . , ,", _,.; ... ,: .. :,.;. ,',.1. .:_.; ..:..... t. ',' ',", . . .:. ".'"r·"·· .:.. ;.:.~ .. ~ . 510
500 . .... ... . . . . I 500

:~ ::i
460 ... : .
:::: ,~::: ::.:~ :~:::.:.>. ,», :;:::1:[:.:,::: :::::;:> T::j:I::~::y
. .. _. ... .•. . •.. "..•.•.•.. ", ..... , .... , . , . ,". ,',. .,. ,". ,", .;.. ..;..:. -:.. ; .•. .;. .:.. ; . ','. .,.,. '.' . " . . h. ... .• . . . . . ... . • • . . •.. . 460
~
450 450

il :I.:~. :• • ~: I::•.• :.: •. .•• :.::; .~:.:. ;.:•... : ;::i. :~ • • :~.: •.• :• i.,:~..,.,.;·.;::.'. :·:.i.:.::: ::::::: ::::::;;: il
l
:.:.:: •.•

m: ::::: ~::I HI ':I:;lT,: ·.:'1>: Ti:.I;:.:::::i :::b::~: .~:. :: •. m


350 . "I • • .. . 350
)40. . , .... ............. ~ ..:-. _:';_ .:--:... ; ..:. -:.. ; ...;. .;.. ;. ; ... '.'" ., .... .... " ............. ~ ......... ~ . . ...... ~". ~"'" 340
330 . . ;.! ..' .. :... ~ ..' .. :.. , ...:-.; .. ;.; .. . .;.. ;.; ..;. . . ,.; ..: ........ '.' ...... '", ............. .. ..... ~ ............ ' d . . . . ... ;.~ • •: . . 330

i~g: ~ :~:::~::::: :~: ~::::::: L:: .:.. ~.': : : :~:: ::::::


300
::::: :::::.: " ~.:: ... :~:::::; :;::,: : : ......:~:: :;:;:• :;:::::
..
i1:~:::::~:~
.. .
: : :::::~ :::~: :::~:: ::: :::: i~g
300

!~t:::::
260 ...... ~ ........ ~ ..... ,.
::::y::: .,:,:; :': ::::~: : ::;::::;::::::: : ::H· :'::,::::':':(:;:::,r t m
. .... , ........ ,.: ......... : . .' ..... ; .• : .... ,.. . .. .............. ~ ......... 260
250 : .. : ....• .... .. .:.: .::' 250
240 . . ,., .•: ...... ; .... '.' . ,. ..... . ... ...... . . . ........ . I d . . · . . •. . . .: . . . . . ;. . : . . . .: . . ; . ; . : . • • ; . ; . .. . 240
230. .. ...... . . ...............·.. ·.. 1 • • -: . . : . . " ( . . . . :. . ; . , , . . : . . . ; . , . . ; . . :. . . . . . . . . . , • •••• , . . . . . . . , ..... 230
220 . ..... ~ ................. " ..... ' ...... ... :.~.-: . . . ; . : ..;.-:. . . , ..;..;.. ; . . .: .. :.. ,., ......... , ....................... .............................. 220
210 ... ~.; ..: .. :. . . , .... -:.. : . . .;. .; .. ;.;. .,. , ...... ,., ........ . ................ . .. .. ....... . ....... . . , ....;- . . :.: . 210
200 200

:~;:: ::: T' :U: iT:::::::: .;~ :':H::. ·;:' i:::::


160 . . ;.~ • .:.. :. . . ; ..:.. :.. , ... , ............ ~ ............ . ........................ ~ .•.•.... :.. :.~ .. :. . . 1 • •' ••••• ; •
t: i::::, :~
• ••• .; • • ; . ; • •, . ;• • ; . , : • • : • • • • ; . , •• , • • ~. 160
'"
\.l 150 . . .. .. ... . I' .. .. ISO

« :;g: .:.: ..;. .... :~::;:::::;: .::::~: : ;:~: .. ::::i: ~::~:: :;:::.:.. :.. :~:t~:~: ~:::::~:~::: : ,:::: ::::::::·:::: ::::::: .... :::::::::::::::::::::: :;:;:::::::: :;g
;:>

\.l
...:t 120 . . ;. ;.... ....
110. ... ........ . .. ........
100
. ..... ~... ...... .. ............... , .• d . . . . . . . , . . . . . : • • • : ••: . . : • . ;. . . .; . . ;• • , . ; . . . . : . . ; . , . . . . . . : . i ..... ,.
. .......................... , . . .: ..;- .... : ...... .;.. ; ..;. .. .;.. ; ..: .. ;. . . ,. ,....... •... .......... ............ . .. . ...... . 11 0
120

100
\.l 90 . t . : ..;--:. . . .: ..... :.. , . . .: ..... ; . ; . . . . . . . ; . , . . . . . . , . . . . . . . , . . . . . . . . . . . , . . . . . : . ' .. · .. 1.; .... ·.. 90

'"o... 80 . . ,. , .. :.. ~ ........ , ........ ,........... .. ............... , ... . ....... , ..: .. :. . . , ..: .. :.. ; . . .: .. :.. ;., ...... ; • .;: .. :. . . :. i .... ~
70 ...................................................................... , .......... ; .......... ;.: ..... ;., .....•.. , ....•. ; ..... :.: .. :.. i.: ....:... "j 70
80

~ .:.:. ',"" ....... , ...'..... , , . .. -c.,. , ..;. .. ,. ,. -:... . .: .. , •.. ~ r"C':';"';' .. .... . . . . . . . .:.. :.;. ',"1';. < ...... ~
'"--'
z
~ ~ I.::~. :;: : •• ~:: • ~.: . :{:.:. j·)t.:·; 0:1: i. lj.;. r;::i.: :I.::i.'. j .~;::. j• • '::'.:'::'.:.::.~. j':::.' ;'::: i. ~
0;' =: •••••

00
~
He)(es ~ 0
J ,, e 7 8 9 0;, 12 13 1.
: : I :
5 Ie 17 18 19 20 21 22 23 2' 25 26 V 28 29 30 31 12 :J3 301
: I :
35Je J7 JI!I :J9 40 " q 013 44 4506 ' 7 018
I .
019 5OS1 52 53 ~ 55Sf 57 58 ~ 60
. I
A9
map edge tle~ of their original Entry Zone. Ger- Allowance. Oth{,fwisc, its Movement Point
man headquart{'rs ar{' fe-deployed in hex 59 12. Allowance is halved for that Game-Turn.
CASES: Headquarters unit~ have no Movemem Point
[ IO.47J Supply status has no eifeci on a unit's
Allowance Bnd therefor{' muSI be "carried" by defensive strength.
19.1] PLATOONS olher units. H{'adquarters units Ihal are elimina ted
All plalOons (symbol: ••• ) count as one·thi rd of a in combat are removed from ttle game and arc
company for stacking purposes. never re-dc plo~·ed.

19.2] OVt: RSTACKI NG [1O.2J SU PPLY I.INt:S [II.OJ STEP LOSSES


[9.21) In some cases units may be forced into an [10.211 To receive sup ply from a headquarters. a AND UN IT
overstacked situation as a result of combat. Each unit must meel eertain critcria. T tle unit must be REORGANIZATION
unit forced into a hex already stacked tocapacity is within the Supply Radius of the headquarters. In
termed an oversluckl'd unit and must lose a n addi- addition. the Player must be abk 10 lrace a supply GENE RA L RU L E:
tional Step of com bat strength immediately. line to th{' headquarters. T he supply line is a palh Each unit in the game has a certain number of
of tlexcs, no more than seven hClles long, strength levels called Sleps. A unit's CUTTent
[9.22) A Player must allempt 10 end his o~er­ unobstructed by the Enemy units or their Zones of
stacked situation by moving away from the hex all strength is equal to its pri nt ed f~ce value minus ttle
COlllrol, connecting the tleadquarters unit with the value of any Reduction marker that may be pre-
overstacked units. At the end of Ihe Pla~·er's unit being supplied. Friendly units negate Enemy sent with the unit. A unil·S va lue may be changed
Movement Phase of each Game-Turn subsequent Zones of Control for supply purposes.
to the crea tion of an overstacked situation. all either by combat or by reorganiza tion during the
[10.22[ A unit for which a lin{' of supply to a head- Player's Movement Phase.
overstac ked units must lme one Step.
quarters cannot be traced is considered Out of
[9.2J) A Player may not deliberately move his Supply, even if ttl{' tleadquaners is dispensing sup· PROCE D URE:
units into an overstacked situation. ply al1d ttle affected unit is within its Supply During the Preparation Fire P hase. the Move ment
[9.24J Overstacked units may not take part in Radius. P hase, a nd the Combat Phase the Player maysuf-
close assault. support fire. or opportunity fire, nor fer losses and be required to adjust the combat
do they add to the defense of a hell under close [10.3J HEADQ UA RTERS SUPPLY value of his units. During his own Movement
assault. T hey do not take Step losses from a close
STAT US DISPLAY P hase ttle Player ma~· voluntari ly adjust the
assault unless there are no other units remaining in [10.3 11 The Headquarters Supply Status Display strengths of his uni ts to redistribute losses, subject
the hell to absorb losses. Overstacked units must is printed on the map and indicatcs the curre nt to the restrictions detailed below.
retreat if Ihe units with wh ich they are stacked are supply status of each H Q unit.
forced to doso. CASES;
[10.32) The Display is arranged so ttlat when the
HQ unit tlas three supply increments (the ma~­ (11.1 ] INFANTRY COMPANY
[1O.0J SUI'I'LV imum ), its box on Ihe Supply Status Display is ORGANIZATION
GENE RA L RU L E: empty. The first lime a supply increment is ex- [11.11 1 Infantry company counters are
pended, a I Reduction mar ker is placed in that box back printed with a lower combat strength of the
A uni t must be in supply in order to usc opportuni-
on the Display. T his is tUTlled over to a 2 when samc unit on the back. All infantry companies are
ty fire. support fire, allack al full effectiveness, or another supply incremelll is ellpended. At the third
be moved at its full ra te. A ny head quarters unit considered to have a strength of six St{'ps and
e:lpcnditure. the Reductio n marker is removed losses on the vario us Comba t Results Tables are
with one or more supply inc remetlls may in turn be
from the Headquarters Supply Status Display and given in numbers of Steps. An infantry company is
used to supply any units within the Supply Radius the headquarters unit is removed from the map.
of that HQuni!. inverted to its redueed strength status if and when
[ IO.JJJ All supply ellpend itur~, whethe r for mor_ it loses a third Step of combat strength.
PROCED URE: tar fire (5. 7), opportunity fire (8.0), close assaull [11. ]2) Intermediate numbers of steps are
Each tleadquarters unit tlas a Supply Radius of (12.1). or SUppofl fire (12.3), must be r~cord~d on designat{'d by a Reduction mat ker with a I on one
five he~es. Provided ttla t a company is wittlin ttlis the Headquarters Supply Status Display at the ins, side and a 2 on ttle other. When a com pany takes
distance of a headquarters, and provided that the lant of expe nditur{'. its fi rst loss, a I marker is placed be neath the unit;
tleadquarters has unexpended su pply available. [10.4] EFFECTS OF SUI'I' LV this is nipped to a 3 if a seco nd loss is taken, and
ttle unit may be considered to be in supply (e.~cep­ ON COMBAT AND MOVEMENT Ihe unit is inverted upon taking a third loss.
tion: Case 10.2). The owning Player etlecks the Similarly, an infantry company at reduced
supply status of a unit during his Movement P hase [10.41) The expenditure of one supply increment stre ngth StatuS still has three Sleps left. with losses
10 see if the unit's Movemetll Point Allowa nce is by anyone ballalion headquarters unit is necessa ry designated in the same manner. An inverted com-
halved), during the Enemy Movement Phase (for to enable all Frie ndly HQs to engage in a round of pa ny which takes a third Step loss is removed from
opportunity fir~), and during the Friendly Combat mortar bombardment in Ihe P reparation Fire play.
Phase (if the uni t is involved in close assault or P hase.
[11.13) In a ll cases where a unit takes a loss, the
support fire). [10.42) The expenditure of a supply increment by face value Combat Strcngttl of Ihe unit is
a baualion headquarters during an En{'my Move- modified. The amount shown on the Reduction
CA SES : ment Phase is necessary to ena ble a ll units which marker is sublracted from ttle face-value strength
[10.11 SUPPLY INCREMENTS AND can draw supply from that HQ unit to engage in when the unit is eit her defe nding or attacking in
HOW TO R[..DEPLOY HQ UNITS opportunity fire. clos{'assault (12. 4).
[10.11 ) Supply is measured in increments. An in- 110.4J ) T he expenditure of a supply increment by
a HQ d uring Ihe Pla yer's Combat P hase is [11.2] GERMAN INI-' ANTRY PLATOONS
crement is Ihe amount of supply consumed each
time the Player engages in mortar fi re. opportuni- necessary to enabl{' all units which can d raw sup- [11.21 ) German infantry companies may be
ty fire, or close assault. A ballalion headquarters ply from that headquarters to engage in close bro ken down into illfa rl lry platoons. Each pla toon
is considered to have, intrinsic to it, three in- assault al full st rength. A unit may engage in close has two Steps. Each company may be broken
crements of supply. Each time an incremenl is con- assault at one quarter of its sirength if not in sup- down into three platoons. Three platoons stacked
sumed, all units withirl the Supply Ra dius of that ply. in the same hell at Ihe begin ning of the Mo\·eme nt
headquarters may engage in the function for which [ IO.44J T he CJtpend itufe of an HQ·s supply incre- P hase may also be rebuilt into a company. Both
Ihat su pply was consumed. ment during a Player's Combat Phase is necessary breakdown and rebuilding arc accomplished at a
to enable all unengaged un its which can draw sup- cost of 10 Movement Points.
[10. 12) A utility marker is placed on the Head-
quarters Supply Status Displa y 10 ind icate the ply from that HQ unit to engage in support fire. [11.22) Platoon losses are desig nated simply by
number of supply increments each headqua rters Not r: fhe same supply increment cannot be used inve rting the platoon counter to its reduced
unit has at any instant (see Case 10.J). When three for both close assault and support fire. strength. A platoon which takes a second Step loss
increments are used up, the headquarters is remo\·, is eliminated.
cd from the map. j 10.45 ) Supply is ellpended al the instant that a [l1.2J ) Thc numbcr of companies Which may
t lll. IJ) Headquarters units are not eliminated particular function is performed. Supply lines for break down into platoo ns is limited by the number
from the game when expended for supply. Rather, ttlose functions arc judged as of that point in time. of platoon counten included in the countermix.
ttle~ are fe-deployed on the following Friendly [10.46) A unit must begin a Movement P hase 11 1. 24[ An infantry company ma y detach single
Player-Tum in the owning Player's Movemcnt within the Supply Radius ofa Friendly HQ unit in pla toons. It n~d not break down completely into
Phase. Allied headquarters are re-deployed in any o rder to be moved its full Mov{'ment Point platoolls. Rather. the infanl ry company is simply
110
marked as ifil had la~tn a two Step loss (see Cases TC"SollC"S tilt attack usmg the Close As~uh Results trace- a Une of Sillht (5.2) to the target he-x from
11.12 and 11 . 13), Pinned units may no! br~k Table (12.8) and a die roll . Results specified by .he the-support unils.
down or rebuild inlocompanies. Close Assa ult Results Table and thc Opportunity
112.32) ORty uRits Ihat arc und~r close assault and
111 .25] f',ltw ly created German infantry platoons Fire R ~uhs T able arc imp1cmeliled immediately. resenes being sent to them may be subjected to
are placed on Iht same hex as the paren! unit. The- attacker then adjusts his headquarters supply su pport fire fromthc attacker.
Inelto reflect SU Ppll ineremems expcnd«l in the-
( 11.31 REO RGAN IZATION close assault auach. 112.33) Only thOst of the allacker's unl' s that are
nOI participating in a close- assault and are- no. pin·
[ ll. l l l Infanlry com pan;" Orl~ same nationali- CASES: ned may ~ngage- in support fire. No unil may
ty Ihal are stac ked in the same hex allhe s1\l rt of a cngalle in support firc more Ihan once in any Com.
Player's Movemen! Phase may redistribute the 11 2. 1) CLOSEASSAUtT bat P hase.
Step los~ Ihallhe), have taken. Tllis is considered [1l . II ) Each attacking unit must bc adjacent 10
reorganization. t l l. 34) Support fire- requirrs a supply increment
the- hn it attach. The- allacke-r totals the- com bat
npenditure se-parate from thai required for the
111 .32] German infamry compamC1 .... hich detach sire- ngths of all unit s attacking a h~.\ and an·
close assaul!. Its efftetilencss may be affteled by
platoons also arc considered to be reorl3nizing. nounees hi s attack . At this lime. Ihedefender may
the nationallt)· of the- HQ unit providing su pply
[11 .ll) ReorS8niulion may occur on ly during the commit reserves (sec Case 12.2). but the allacker (see Case- 12.5).
M o~cmcm Phase of lhe owning Player's Playe r-
can at~o interv~ne with support fire (sec Case 12.3\
either against re~rv('~ in motion or ag,linSI Ihe !12.351 T he atlacker announces whether and how
Turn. All un its ;n~olved ill a rcorganiZlnion must he will usc support fire afte-T the defender dispat·
c)tpend 10 Mo,-cmcnll'oinls to duw. hnesattacked.
e hes or ... il hholds rcsef\"es.
111-J4] Indian unitsoft hcGurkha-type and of the 1!l . U ) Separate close- assaults ~annOt bc made-
Rajputana rifle-type are not of the sa me nationa li· aaainsl unil S defendmg in the same he:c.. Units in a
single he, must be ll5Sa ulted as a si ngle combined (12.4J Rt::SOLUT IO N Qt'
ty and cannot reorganize inlO eaeh other.
defense- s.rcngth. No lie., may bc clost assauhed C LOSE ASSAULT COM HAT
[11 .35) Germa n infalll ry tom panics may re· more tha n once in any Combat P ilase .
abso rb platoons at a 10 M ovement Poim Cost. [12.41 ) The attacker locates a combat ratio cor-
[12 . 13) Once it has becn ascertained "hether Ihe rrsponding to one- of the columns on the- Clost
Platoon, reorgani1.ing into a company must begin
the Mo~"ement P hase 5t a~ked in the same hell . defender will commit rCM:rH'S to a he,. the total Assa ult Resu lts Table by comparing his strength
value- of the defe-nding unin is computed. noting .... ith .hat of the defender. Dividing the defender's
( 11 , 4) t:NGINEER COMPANlt:S. any e-Hects s ~ified by the Terrain Errteu Chart totat strength into thai of the attac~er .... iIl gi~e the-
TAN K PLATOONS, ANI) for the he-x occupiC'd by the- de-fe-nder. Terram cr· basic combat ratio . Uneven rat ios are rounded-
HAlTALION H EA DQUA RT": RS ftets arc cumulath'e until tripled. No UIIII IS ~ver down in fa"or of the defende-f to the nearest of the
STEPS more than tripled. When adjustme-nt of combat simplified ratios Ii~ted on the Close Assault
[11 .41 ) Engineer companies have only three Steps 5t renllth is nC\:C"Ssary due to the- prCM:nc(' of pinned Res ult~Table.
and ha\'e no reduced strength status. losso are units, the tenain·adjusted strengt h of all units in
the he-, is IOtated fifst and strength reduCtionS afe- 11l.421 The allacker then roll s one d,e- and cross
recorded as s~ified in Caso 11 . 12 and 11 . 13. inde~rs tile die- rrsult II ilh th~ proper combat ratio
Ihen applied (fractio ns dropped) to derl~~ the total
[ 11.42) Tank companies have si.\ Steps .... ilh a .trcngth m II hell. co lumn on the Clost Assa ult Results Table. The
reduced strength back printed side. los~s to them intersection o f row and column gi~rs thc combat
are recorded as specified in Casrs I I. I 2 and 11 . 13. result. Combat result s are explained on the Table.
[11.43) Tank platoons have only tllO Steps, of
112 .2J RESERVES 112 .43 ) The column on IIhich a gi~cn Close
which one- Ste-p is the reduCC"d strength rear face- of [12 .21) Th~ defender may intefl'ene in the dose Assa ult is resolved may be modified by s~ial
the- coumer. losses to these units are rteorded as anaull on a hell by com mitting unengaged units eondilions listed in Ca~ 12.5 and 12 .6 .
s~ified inCase I 1.22. Slacked ... ith a ballalion headquarters as re$t"f\·('S.
IIl.""[ Whe!lCler a defending unn on a lit, is
[11.44) Baualion headQuarlers uniu hOle- only [12 .22) T h~ deci sion to eo mmil resene$ is made- eliminated o r forced to retreat. the surYi~ing at·
one Step. They arc diminated if forced to take a by thc defender as soo n as the allacker announces tacking unii S can be advanced into the hell vacaled
loss. his attack on a particular hex. by the defender.
[ U .2l[ To reinforce a ha with resef\Cl>, the [12 .4S[ Each Play~r retreats hi s opponent's units,
defender must hal'e a headquarters .... ithll1 file if this is called for- by the Close Assaul t Rrsull s
he\es of the hell under close assault. Stacked .... ith Table-. according 10 Ihe gUIdelines in Case- 12.7.
[12.0] COMBAT tile headquarters must be a combat unit thai can bc
[ 12 .46[ The resu lts of Close Assault are im·
sent as a reserve . If available. rrsc:rve unit s can b~
GENE RAL RULF.: plemented imme-diately, before any furt her com·
committed up to the fult st acking capacity of the
Combat occurs betwcc-n adjacent opposing units bat i~ rrsolved.
hn .
in the Combat Phase. Combat is mandatory be· 112 .5J U "FE(.TSO'-NATIONAUTIES
IlIeen a ny adjacent opposing unit s. Such units are [12 .24 ) Headquarters units themschrs are no.
rC"S('f\'CS and cannot bc dispatchC'd to aid defending ONCOM8AT
considered to bc engaged unIts. Unen,aged uniu
may partiCIpate 111 support fire for the auacker or units. The Alli«l effort lIa, hinderC'd so mewhat b)' Ihe
as rescrve~ for the defender . Combat may res ult in [12 .25) RC"S('rv~ unil S may bc moved lip to seven mulli·national character of thcir forct'li.
Step losses or in rC"lreat~: co mbat requife~ the e-x· hexe~ to reinforce a hex under close U$3Utl. They [12.5 11 An A!lied Ba ttal ion HQ unit may always
pcnditure of supply by the allader. In the nolt'S may no. en ler hellcs eOl'ered by Ihe allackn's be used to supply a ll Allied units within that unit's
follolllllg, the P haSll1g I'laler is referred 10 as the Zone-s of Control un less thOst he-xes are- occupied Supply Radius IsccCasc 1O.2l.
allae~e-r and the non·Phasing Pla) er as the by the- de-fender's units. An mO\'ement rul rs apply 11l.52) Whene\e-r a Nell' Zealand infantry unIt
de-fender . c~ceptthatunilS dispatc htd as reserves do nOI C"X- IIhieh is supplied by a Rajputana or Gurkha HQ
pend Movemem Points for the- terrain he,Xes they unit is II1volved in a Close- Assault. Support Fire,
P ROCE DURE: emer. or Opporiunity Fire-, that combat is resolv«l wllh
The attacker may launch his auack s in ally w, 112.26) Resene- units rn route to the front arc sub· a ol1e<olumn shifl to the Idl (in favor of the Ger·
Quenet de-si red $0 long a~ e1ery attaekinll unit that jtet to the attacker's support fire(sec Case 12.3). mans) from the column that would normally bc us·
is 111 a Zone of Control participat('S in a dlXC" C'd 10 resolle it on tht appropriate table. E.~., a
usaull and $0 long as e\~ry defendIng unit that iJ t 12.27) Resef\'e uniu re-ce-ile- no defensile- Ie-nain
bonu ~ on th~ he:>les they reinforce, e\'en if otlitr
·'J·I" ClOSt' Assault Imolving such a unit .... ould
in the allack~r' s Zone orComrol is su bj~'"Cted 10 a be resohC'd using the "2· 1" column.
close assaull. Th e all3cker IOtals the combined defending unils do rteehc such bcnefits.
strenlllh of all allad,ing units and announcrs th~ [ 12.211) Armored units cannot bc use-d as reserves. [12.53) Wheneve-r a Gur kha infantry unit sup·
allack. Tile- defender' ~ non ·engaged unItS ... hich plied by a non·Gur kha HQ unit is involl'cd in a
are Slacked lIith headquarters may be used as 112 .3J SU PI'ORTFIRE Close Assa ult, Support Fire-. or Opportllnity Fire-,
rC"St'r\C"S unde-r etflam conditions. When the [ 12.3 I) Support fire can be conside-r«l opportuni· that combat i5 rewlled .... ith a one-·column shift to
defende-r has commilled or ..... ithheld rCSCflC"S. the ty fire emanating from the attackcr rather than his the Itft.
attacker may use hiS unengaged, non·pinned unil' opponent. All the restrictions listed in Section 8.0 [12.54) Whenever a RaJputana infantry unit sup-
for suppo rt fire. Such supporl fire {sec Case 12.3) apply to suppor! fire c.\ ccpt that it is C:>lecuted in plied by a Ne-w Zealand HQ unit is in~ol ~C'd in a
is rc.ol~«l by firsl using Ihc Opportunity Fire the Combat Phase a nd by the- Phasing Player ClOse Assault, Support Fire. or Opportunity Fire-,
Results Table (8.3). Thc alla~ker then conlpare-s (rather than in Ihe M oveme-nt P hase b)' the non· that combat is re-solled with a one-·column shift to
his IOtal strenglh to that of the defender and P hasing P laye-r). The allac ke-r mu st bc able tr the left.
Rll
[12.55) All Enllineer and Armor unit s ma y be sup- ( 13.3] HFECTSOFNIGI-IT Roadblocks are deliberately crealed b¥ the use or
plied for combat by any HQ unit without any ONMOVEMEN1' infanlry or engineer units 10 cOnStruCI the block.
penalty per se(ho .... ever. 5e1:' Case 12 ..56). They hale the same effC'C1 on movemenl as Ruins.
( Il.JI ) Gurkha companies may be mOlell
[H .56) Whenever unm of more than one Allied through the Enemy-comrolled he'e~ on night PROCE DURE:
nationality partkipate In a Close Assault. in addi. Game-Turns with the e~pcnditure of three Mo\e·
A Pla>'er rna) place roo.dbllXb on road he~es on-
tion loany olher penalties .... hich may apply, there mem Points in addition to the normal terrain cost
of the he, emered. I). At the end of any Mo\ernent P hase, the P has·
is a penalty of a one-column ~hift to Ihe lefl on the inl! Pla >'er may announcc thaI any infamry or
Close Assaul1 Resu lts Table. t:lietp tion: British in - (ll.nJ All l\oI o,ement POIllI terralll Co<it~ are engineer coml'aniC"; deployed in road hexC"; are
fanlry unilS rna) partielpale in an allack .... ith any doubled during night Game·Turns" ilh Ihe e.~eep­ building foad bllXh. Such a unit cannot be mo\cd
OIher nalionality .... ilhOut such penalty; olher lions ormolemen! along roads. mthe subsequenl Friendly Mo~ emen! Phase:. The
penaltics SlllIllpply. bloc~ is placed on the map at the end of lhe Friend-

[12 .57) All penallies listed in Cao;e 12 .5 are ly I'la yer's nc" MOl-emen! P hase:. The effect of
rllmlilali~. Ho .... e'er. there can ne~cr be a shift roadbloc l ~ for infant/) is 10 double thr normal

penally ,reater Ihan I.... ocolumn!.


[14.0) PINNED UNITS Mo_ement Point cost of the trrram m th~ hex (or
GENERAL RULE: the road mOl('menl COSI if the unit is folio",ing the
road). Arm ored units may not enter roadbllXked
Units may be forced to lake co~er. impending their hexcs.
(12.6 ] GUR KI-IA ANI) Gt: RMAN
mOlcmem and combat abilily. by a I'ariet~ of fires
I'A RATROO I' NIG I-IT CLOSE resohell on different resu lt s tables. A 1'; n is a CASES:
ASSAU I.T KO NUS spt'Cific combat re~ull ..... hich is the oUlcome of eer·
When one or more Gurkha or German paralroop ( 15. 1] CONSTRUC1'ING ROADHI.OCKS
taiJ1 die rolls on lhe Bombardment Results Table
infantry units cn8uge in Close Assault on a nighl and the OpportuJ1ity Hre Re~uhs Table. Pinn cd 115. 11 ) A roadblock cannot be bui lt in ltn Enemy -
Game-Tum, Ihere is a one-columll shif1 on Ike units cannot mOI'e further nor may they attack for contro lled he \ .
Close Assault Resull S Table in favor of Ihe Allied o ne full Game-T urn. 11 5. 12] Only mfal1lry and engineer companies
or German player, respeCli~ely. N" tt: lhis bonus may build road bllXks, and o nl y on road hexes.
applies to (lII(I('/(S only: neilker Ihe Gurkhas nor Compa nies buildin g roadblocks cannot be moved.
Ihe paralroops hal'e any nlllhl ad_antage on Ihe cnllage in opportunity fire. or su pport fire.
defense:. PROCE DURE : 115 . ll) If a co mpany is close assaulted or I'inncd
112 .7] RETREATG UII)ELlNES When a Pin IXcurs, the unit affC'Ctcd is ma rk ed .... hik bui ld ing a roadbllXk. the eonst ruCiion at·
All relrea ts resuiting from close assault are con- .... ilh a Pin marker. These markers are colored tempt is con_~idrred inefrectl\e .
ducted by the vietorious(non-owning) Player. yellow on one side and grey on the other. When a
Pin is innicted during Ihe Allied Pla ~er-T urn. 115.2] REMOVING ROAOlltOl:KS
112.1 1) UllitS muSt be retreated IIltO unoccupied mark the affC'C.ed unit s with .he )"cllow side; use: [15.211 A roadblock III an Enemy-conlrollcd hex
hexes if pos.sible. Ihe grey side when the Pin comes on the ~rman cannot be remo'-ed.
[H .H.I Units must be retreated 1000ard their P layer·Turn. All yellOVo' Pin markers are remo\ed (15.22) A roadbllXk can be: remo,ed by an
source of supply if possible. at the bt'ginning of the Allied 1>layer'~ ne\l engineer company al ~ cost of 15 Movement
[12.7l] Units may be retreated 01110 hexes that arc Preparation Fire P hase; all grey Pin markers are Poims. Th e engineer company mOles to the h<'\
already stac ~ed to capacity (9.0) as a mailer of last remo,cd 3t the beginning of the Germalf Pla)er's containing the block during Friendly MOlemenl
ne~1 Preparation Fire P hase. I'hasc. The roadblock is lhen remol'ed hom the
resort. Unlls "hich retreat illlo an olerstacked
situation musllake an additional Step loss. CASES: map "ilh Ihe upendilure o f the required Mo'e-
IH .14J Unus cannOt be retreated 11110 Enemy· ment Points. An engineer unit ..... ith une~pended
( 14.11 HFE(.TSOFPINS mOlement capabili ty remainmg may Ihen be mov-
IXcu pied he,es, Enem)'-controlled hexes (except
as noted). or orr Ihe map edge. Friendly /Jnl/s
ON MOVEMENT ed a.... ay frOUlthe unblocked hex.
negate Enem) Zones o f Control for ret reat pur - [14. 1I J A P inned unit cannot be moved.
poses. Armored units must be retreatcd onto 114. 12J A Pinned unit .... hic h bclli ns a Friendly
u'iable road hc~ es if al QII possihle. MOI'ement Ph ase in an Enemy-controlled he~ may
be mO"ed one hex 10 withdraw from the Zone of
[16.0J ARMORED UNITS
/ 12.151 Units ..... hich cannot ret reat are eli minaII'd
instead. Control. It is forC~'d to al1ack if unable 10 do so COMMENTARY :
(.'oCeCase 14.22).
112.8 ] CLOSE ASSA UI.T RESULTS The Atlied allac k 011 Cassino wa s laullch ed o nly
1'11.81.1': hee Chari and Tobie Sheet) [ 14 .21 HFE(.TS OF PINSON COM HAT after repc:lted postponemenlS due 10 ntin. T errain,
[14.21 ) Pinned uni ts callnolengagc in opportuni- along'" i.h the long rains. made the Cassi no seelor
especially difficult for ta nk units. The slopes of
ty fire. suppor! fi re. or dose assault (e\ception: see
Abbey Hill .... ere sim ply impossiblr for tanks to
Case 14.22).
[13.0J NIGHT GAME-TURNS negOliate. AI the saUle lime. the 10..... land around
]14.22) A P inned unit adjacent to an Encm> unit Cassino to .... 11 ..... as so .... alerloUcd tha. II could 1I0t
GENERAL RULE: during a Friendly Combat Pha5e mu" d<»e support tanks. To reneet this in Ihe game, the
Night Game-Turns are all Game·Turns marked assault - Clen with out suppl>. P lIln~'(j units at- mobilily of 13nks is restricted.
1800 (6 P .M.) or 0000 (~hdnillht) on the Game- tael .... ith 'I, of their combat Slrength. frac.ion~
T urn Rn:ord/ Relllforcemenl Track. During night roundcddo ..... n. GENE RAL RULE:
Game·Turns. a UnU'1 vi~ion and mOlement is im~ [14 .2l) Pinned umls defend al half Strenll.h. frac_ T3nk units are allOllled onlyon road~.
paired. with certain consequences for game tions rounded do" n.
mn:hanics. CASES:
( 14.3] Et' rECTSOFPINS ON
CASES: HEADQUARTERS UN ITS 116. 11 Hf'E(.'·S ON
[13. 11 t: rrEcr S Ot' NIGIiT Pinned HO units cannOl be 1110' cd or u<cd for the ARMORED UNIT MO\' EMENT
ON \'ISIIIII.I1'\' deployment of reselles (see Case 12 .2). The>' tan 116. 11 ) Tank uni.s forced to retreat into non-road
{1l.11 ] Opportunit y fire and support fire are be used for all supply functions and for mortar he_\1"l afe immobilized and cannOl be mo\ed.
allo .... ed on ly .... Ithin a three·hex range. bombardment (see Case 5.1). [16. 121 Tan~ uni.s IlXated on hexes thaI are con-
Ill. H J Only obsefled arllllery and morlar fire 'crIed ;1110 Ru;ns by artillery and air bombard_
(.5.3) are a llo .... ed dunng night Game-T urns. and ment also are immobili/.ed on Ihe Ruin hnes.
Un('$ of Sight may be tra~ed to a maximum of [16.IlJ Immobilir.ed lank unit s may be freed by
thr« he., es. engi neer un its III the same manner as engineer
(13.21 Et'Ft:CTSOt' NIGI I1' )15 .0J ROADBLOC KS un;IS clear Ruil1s. The engineer unit is deplo)'ed III
ONCOMHAT the he\ ..... ith the lank unit (if the latler is ina ruined
Close assaults made by Gurk ha-type Infanlry unit s GENERAL RULE: road hex) or in an adjace nt road he\ (if Ihe tank
a nd by German paratroop uni15 re~eive a bonus Roadblocks arc barriers or obstacles used to limi! has been relreated off the road ). In the follo,,;ng
(see CMse 12.6). Ihe mOl"emCnl o f Enemy _chides along a road . Friendl) t-Iol'emenl Ph ase, the tank un;t may be
mo,ed normally (Marhn, with the he ... ~on lll1nin, 117.23] ReinforC\'ment unit s ma~ mOlt normall y jor regret is that ~Ountermi~ limitations precluded
the engineer unit if the um k wa s immobili1.ed off on thc Game_Turn of encry. the use of a company·p lat oo n breakdown sys tem
thuoad). for both si de'S in the si mulat ion.
116,21 COMBAT EHl:X..TS COSS/fl O' S most immediately noticeable feature is
OFIMMOHIUZATION [18.01 VICTORY CONDITIONS the high Movement Point Allowa nces ,ive n to
Immobilized units may engage normally in oppor- units. This is certainl y I difficulty in any tactical
tunity fire. suppon fire a nd dose assaul1 . GENERAL RULE: game which must ha ~e turns of any len,th. To be
Victory is determined by the ~ituation at the tnd of at all playable, the game has 10 have a hm ited
Gante·Turn 17 . If thtrt is not at lease one German number of turns, in CUSS/fl O they arc of six hours
unit in any of the IS he~ es of Cassino Abbey, the each. But as distance rep resented by hexagon s falls
while turn lengths remain fairly lonll, mOvement
[17.01 REINFORCEMENTS rC$ult is an Allied ~si"e Victory. If thert is at
rates must increase enormously. Even so,
least o ne German unit eac h in Cassino Abbey and
GENE RAL RULE: one of the four he:xC$ of the Continental Hotel. che 60 mo~ement points reprcscnu I cross...:auntry
BOIh sides receive reinfoTC\'menl units during the result is a German Deds i~e Victory. If neither of move of only 3000 meters, surely less than the
game, such unit s are deployed on the map on the abo~e conditions is fulfilled. ~ietory is deter- march capability of an infantry company. In the
Game-Turns specified by the Game-Turn Reco rd l mined by Allied e-asuahics. If the Allies hlH'e lost a condi tio ns pcrtainin,at Cassi no. however. no unit
Rein fo rcemenl Track . ReinforC\'menlS enler the total of fewer than 72 steps (three battalion moved morc than this dislance in any onc six· hour
p me at full strength durinllthe M o~ement Phase equivalents). the rC$ult is an Allied Tactical Vic· period.
of the Friendly Pla yer·Turn. Rci nfo rC\'ments can tory. Othe-rwise, the result is a German Tactical The most difficult development problem was en·
be moved nOl"mally o n their Game-Turn of arri'·al. Victory. l uring the Allied Player a cha nC\' at ~iC\ory. In the
o ri ,inal baltic the Alli es committed a few of thei r
PROCEDURE: availabl e troops and timed the entry of those
During ea~ h MO"ement Phase. the Phasing Player forccs badly, with the result that the New Zealand
co nsults the Game-Turn Rec:ord/ Reinforceme-n1 DESIGNER'S NOTES Corps was robbed ofa potcntial decisi"e superiori·
Track, which ind icates ",hether n~ uniu are due ty at the poim of contact. Entr)' zones, rather than
to arrive. T he: Game-Turn each enters the ,arne on This lame began with a rcqUC!it by Brad H C!i~1 he.'es. proved to be the best anSVoer as they fOTct"
and the Zone of arri val are printed o n each durinlthe spring of 1978. SP I's idea was to ha"e a the German player to defend a line rather than
counter. The Player plact"5 the new units on the pme of chis one particular battk in wh ich the New conce ntrating his available troops on a narrow
designated hexes and proceeds to move them. Zealand Corps rea~hed to withi n a grcnade's front. In the long run o nly stro n, pla y can offset
chrow of che Cassino Abbey. Th is nOlion guided the Allies' hightr comma nd errors at Ca~sino.
CASES: both the choice of su bject and the tacticallcvel of Finally a couple of thinas required by Ihe (actical
the lame. Only at a lo ..... -Ievel scale cou ld the pme
117. 11 ENTRY ZONES level of the pme should be noted. Th ese are
system live an adcquate portrayal of the bitter minimum monlT ranlcs and collateral damage.
117. 111 The Entry Zones are: A (he_,es 1934 and fillhtinl for Cassi no T own and Abbey Hill. Work
1833), H (hues 1734·12331. C (hexes 0934-0 134). Minimum ranges arc required by ballistics trajec'
thus began by finding a I:SO.OOO scale map, and tories with the ht')( Siles used here. Similarly, hex
D (hexes 17)4-{l1 )4), E (hues 01 34-0117) . •. (hexes this projcction was blown up se veral times to
S909-5916). size requires collateral damage given the blast
achie"e the desirable sileo The decision was made radius of shells and bombs. John Prudos
117. 12] All units enter at Entry Zones ucept for to ianore the disenpged bripde front and abor·
one ew Zealand company on Game·Tu rn I tive tan k allack from the right flank oft ht 4th In-
which is sla ted to enter at hu 183) or 1934. dian Divisio n because this would not add 10 the:
lame. while it would cost considerably in level of
117.21 O[ PLOYM":NTOF detail, particularl~ in the town.
DESIGN CREDITS:
REIN"'ORCEMENTS
The game sys tem is a meld of concepts from tac- Game I)c:sign: John Prad <l!i
[17.2 11 If the specific Entry Zone- for a unit is tical and operational games. Some operati o nal- Physical Systems and Graphics:
Enemy-oceupied o r Enemy...:ontrolled. hsted uniTS style ru les, such as Zones of Control, would be jU5\ Ihdm ond A. SlmollWII
may enter the map on any he-~ along the: same- map applieabk at the company Ie,'c! here, and could I)c:"elopment: John P rad <l!i wilh Tom lI a millo n
edge as the Entry Zone (e.K eption: along the cast also serve 10 keep the syste m from gelling loaded Playtcs ting: lJiek MOrfn , Dick Ruslin, P~t~r
edge unns ca n ent er only from he~e<; numbered down with tactical detail. Tactical provisions such Kemp, J im Dln l~ m , " , D. n Pll iter, Bill Saruby,
0\34toI734). as Opportunity Fire and Une of Sight were also Brtlndon Einhorn
117.221 The owni ng Pla yn may vo luntaril y delay dearly appropriat e and havc bct:n included as well. Rules Ed iting: Brad II ~SSfI
the arrival of reinforcements so lon, as he deploys The net rC$ult is a tactical game whi ch should pro- Production: K.rr n C.nto r, Robert A. I)Clnl.
them in the same Entry Zonts as listed when they ~'e to be both interest ing to play and different from Andrew Gr<l!iSman , Kllr Hillin!, TH Kolier,
arc brought onto the map. most approaches to tactical game desiln. My ma- Murl"fll F. Mllkuhn , Bob R) u

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