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FORTRESS CASSINO

Ron Mosher

 COVERAGE: 3-15-44 to 3-22-44CG (town and slopes immediately north of town, including a castle and keep), the New Zealand assaults with some Maori, Indian and Gurkas; and scenarios 1-21-44 to 3-22-44 (one scenario has the U.S. precursor).

COVERSHEET: Greys and white, hole punched, list of required modules, address of HOB, fair picture of tank/ infantry in dusty town location. Backside of it has a broad overview article on battle.

REQUIRED STUFF: Beyond Valor, West of Alamein, KGP II (assume KGP I will work), and some Red Barricades rules.

MAP: 22x39 hexes, full color, hexes slightly larger than regular ASL hexes. In HOB's usual style the map contains no real ambiguities except as noted below; and for the slope "blending" with the background. No changes of rules from ASL, just some historical add ons.

COUNTERS: 35 1/2" well executed "New Zealand" British type, 1 terrain and 4 MG cupolas. 8 5/8" artificial terrain. 8 5/8" weapons 4 Guns and 4 FBs (RCL reverse sides need corrections) Oh forgot --they're mounted -NOT a "kit".

RULES: 3.25 pages new terrain/historical variants. Not overly complicated. No pictures of new terrain though - leads to one question -- are CRATERS any terrain with two or less large shellholes or are all the Shellhole like things craters? CG rules ala AH stuff, 7.75 pages with references to KGP. 3 pages charts for CG. Note only one CG (22 CG scenarios long) -- well a short one added would have been nice.

CHAPTER DIVIDER: usual HOB hardcard/tabbed with major new rules summarized on one side and reduced map for Refit phase on the other.

SCENARIOS: 10, 7 on new map, 3 on regular ASL boards, well I'm shocked -found dumb and other type words. They have several areas of full color on semi-glossy hardcard, including units and map layouts. They are not ASL style, but the style is "ASLish" and ... duh what can I say they are OUTSTANDING!!! Well sort of -- can't be a critic and let them get away with the numbering system -- still ASL with FC1 and FC3; FC4 and FC7; etc. back to back -- at least they could go FC1, FC2 etc. --personal problem here, and the wrong dates on two of the scenarios. ALL RIGHT - no CARTOONS -- take your usual 9-1 brit leader, put him in full color and enough details to be almost a photo and you got the idea. Only one pix has my ire --it's the 9-2 german on the MAORI'S MOMENT card --looks like a pin-head Lt.. Otherwise great combat pixs for each, intro and aftermath -- 5-9 turns, minimal SSR's, only one nite, reasonable troop levels, and one-half to one-quarter historical maps for most.

OTHER STUFF: List of footnotes on two+ pages explaining choices etc. ala the various ASL chapters; list of sources on one page; Older Game Errata -- two pages errata for B: RV and KOTH.

GRADE: = B- (if a small CG, Picture of new terrain in rules, better execution on the map depiction of the slopes a B+) - currently a good $28.00 module.

For the non-US gang - A+ is the best and F is the worst in our grading system "E" is not given out. A C- is barely passing, a D- means you showed for class and only slept there on Mondays.

OPINION/ BIASES: The above is MY opinion. I am biased in favor of fun, playability, standard rules, good graphics(quality components) and a game a large bunch plays, so I can find opponents. Anything that screws that up I'll dump on. I have no vision of REALITY, only my own personal view of reality, and I don't think it's relevant here.

 


Matt Romey

 * The battle for Cassino actually consisted of four different battles. This module focuses on the third one from March 15-22 of 1944, involving New Zealanders, Brits and Indians, among others. The Poles were involved in the fourth battle a month and a half later, and are not covered in this module. The terrain that was fought over for Cassino is much too large to fit on one HASL map, so HoB chose the aforementioned action as the focus, presumably because it would fit on one map.

 

*Map includes Castle Hill, the town of Cassino, the hill leading to the monastery, and the River Gobi (?). It does not include the monastery itself, but since there was no fighting there in real life that I know of that's probably not a detraction. No Rapido river, either. The U.S. fought there previous to the time frame that this module covers, and it is a considerable distance off of this map (I believe). I think the map is nice, about on par with the Berlin: Red Vengeance map. It uses desert colors for open ground (although desert rules are not in effect). Because of this it has the Zeman stamp of grittiness, with browns and tans predominating. However, it definitely is not as dark and foreboding as some of Eddie's previous efforts. I like the move away from day-glo green for open ground - the light tan open ground really fits this theater. Some of the slopes on the hill are a little hard to see due to some printing problems, but they don't come into play that much, because most of the fighting is for the town. I think the buildings look especially cool. Only new terrain features are craters, which are basically modified shellholes that vehicles cannot enter.

*CG format almost identicle to KotH and B:RV in that it uses the KGPII system. Some people may not like this. I think that an excellent case can be made for using a system that is established and played extensively. This helps keep the CG "bugs" in check. Imaging what would happen if they tried to make a whole new CG system from scratch! :-o

*The counters are great, especially the New Zealand counters - the colors are dead on. Can't remember what other counters there are - mostly info counters I guess.

*10 scenarios in full color on cardstock. 7 use the HASL map (I think). Slightly new scenario card format, which is probably a step towards keeping the copyright lawyers away. I find this design much less distracting than some of the CH formats I've seen (although CH had a good idea about showing on the card the location of reinforcement entry - admittedly I haven't seen the latest CH versions). The scenario cards are in color and look bitchin'. Most people (me included) will probably still prefer the AH format, but I don't think there is anything the third part producers can do about it at this point. What's done is done. I think HoB has made the best of the situation.

*I think Tabitha is fulla shit about the playbalance of the CG. Can't speak for all the scenarios, but the CG is balanced, IMO. Eddie played it at least 3 times, and a dozen others the world over played it as well. Put it this way: Zeman could beat me as either side (Tabitha probably could too), so it must be balanced!

*Proofreading: well, they didn't ask me to proofread, so can't guarantee anything! ;-)

 


Bruce Geryk

Before anyone gets huffy, this is decidedly NOT a review. This is one guy's impression of the stuff you get when a big white envelope from Heat of Battle containing FORTRESS CASSINO shows up in your mailbox the day after Memorial Day. Anyone contemplating buying this product can read this and take some portion of it into consideration, or discard the whole thing as being by some guy who doesn't know what he's talking about. As if that had to be said.

Whatcha get here, gents, for your $29, is a map of the Cassino battlefield. 22x39 hexes. The map area does not include the Monastery (which is off the map to the west, I think) or the Rapido River (which I believe is off-map east). Just Cassino town and the Castle. Ron and Matt already covered this nicely. You also get ten scenarios, printed in color on glossy, high-quality cardstock. You get a chapter divider with a repro of the map on one side and some rules summary on the other. You get twenty pages of rules and commentary and CG info for 'FORTRESS CASSINO: The Road to Rome'. You also get a countersheet with forty (40) 1/2-inch and sixteen 5/8-inch counters, mounted and die-cut. Oh, and you get a sheet of KotH/B:RV errata. Can't be long without that. ;)

Since Ron already gave a nice snapshot of what's involved, I'll spend my time describing the scenarios.

 

FC1 TURRETED HOUSE

Played on about 20% of the map, we have a German 8-1, three 5-4-8 paras, and 16FPP defending an Armored Cupola (housing an MMG) from five Kiwi squads, a HS, a couple "minus-zero"** leaders and a 75* Sherman. Take the AC in five turns or go home. In what can only be evidence of extensive playtesting, the scenario states that "If, at game end, the Armored Cupola is UK, the German player must continue to make Recuperation die rolls until the AC is either destroyed or Recuperated, to determine a scenario victor." Wonder who was playing the first time that happened. "Hey, we need to specify that on the scenario card!" I can see it now.

**(NOT an allusion to "Less Than Zero")

 

FC2 EASY RIDERS

Played on just slightly under half the map, thirteen 4-6-8 paras and two leaders (no SW) go CVP hunting. They need to score 10 CVPs against eight Kiwis equipped with two LMGs and entrenched in three foxholes, accompanied by a couple leaders. Germans get 1VP for each Ground Level stone location they control in the NZ setup area. The Germans are crossing a stream in the face of what will probably end up being a vicious defense. Looks like a 5-turn slugathon.

 

FC3 TROGLODYTES

Control the Castle, win the scenario. Six turns for ten 4-5-7s, a 9-1, 8-1, and a 7-0 plus four LMGs to roust four 5-4-8 paras, a 9-1, and a crew (?) out of the Castle. Germans have an LMG and an MMG. Only about a quarter of the map is in play. A couple comments on the scenario card:

1) Kiwis set up "on north" of hexrow JJ. Assuming this means "on or north," the question becomes what exactly is meant by "north," since the lettered hexrows run roughly NE/SW (north runs diagonally across the board, while the hex grain runs horizontally).

Takes another look -- ah, yes: the compass rose on the map is misprinted (or at least it does not correspond to the scenario card. Who's to say what's "right" these days, eh?) Using the scenario card, the setup area is unambiguous.

Unfortunately, Bruce did not read into the rules or he would have seen that FC 10.7 clearly states that the compass printed on the map is used for Wind Direction only and that the right side of the map is the north, while the left side is the south. There is no misprint, and HOB carefully covered this issue within the body of the rules. Eddie Zeman, Heat of Battle.

2) The German balance says: "may Battle Harden the leader to 9-2." Can't I just replace him with a 9-2? Do I really have to roll on the HoB table until I get BH? Is this surreptitious advertising by HoB, using their namesake table? Why do everything the hard way, for God's sake?? Ah, er ... sorry.

Hmm, the hard way? Well sorry, Bruce, but we actually tried to do it in a way that everyone is familiar with...so that it would be easy for everyone. See 'The L:ast Bid' and look at the Russian Play Balance and you will see that "Battle Hardening" is commonly used in SSRs, and Balance Provisions for both MMCs and SMCs. Perhaps we should take another poll on this to come up with "standard" terminology? ;-)

Also, FYI, there is no mention, in this scenario at least, that an HOB DR is necessary to BH this leader. Please see ASLRB A15.3 and it will show you how to BH a Leader. Eddie Zeman, Heat of Battle.

 

FC4 CACTUS TRAP

Gurkha, Gurkha, Gurkha. This one is played on half of Board 25. (In a deviation from AH convention, the red shaded part of the board denotes the area NOT in play.) Twelve of those Gurkha-type squads (led by a 10-2 and two of his 8-0 lackeys) enter from offboard and need to unseat three 5-4-8s, 3 crews (again) and two leaders, all equipped with copious MMGs, from the hill. Control a bunch of level 4 hexes and the Indians go home in glory. The Germans have a pillbox, some foxholes, three misspelled Sangars (I wonder if they work as well as ones that are spelled properly), and can choose between some Wire, mines, and Booby Trap Level A; or _more_ Wire, _more_ mines, but Booby Trap Level C. Hmmm. There are some nice SSRs here, including Night and the Cactus Patch effect. There is a reference to all German 5-4-8s AND 2-_3_-8s being Stealthy. The card, as noted already, specifies three 2-2-8 crews. Makes you wonder if the crews on all the scenario cards are supposed to be half-squads.

This "clarification" arose when our talented playtesters wanted to set up one of their 548s Deployed...he asked if the 238s would also be Stealthy...I made a simple notation in the SSR, and, viola!...they are Stealthy...an excellent observation by one of HOB's finest playtesters and the scenario is much better for it...the crews are crews and, if you are clever enough, the 238s in your set up will be Stealthy. Additionally, if you read into the body of the rules (FC 10.4) you would see that in Cassino all 548/238s are Stealthy for the German player...so, too, is it in this scenario. Eddie Zeman, Heat of Battle.

Seven turns. Since I'm playing 'Taking of Takrouna' pbem, my Board 25 is in use and I won't be seeing this scenario any time soon.

 

FC5 SEEK AND DESTROY

Played on the middle half of the board, this one incorporates some interesting SSRs. Three NZ leaders and eight 4-5-8s take three LMGs, two PIATS, a 6-pounder AT gun and _four_ 75* Sherman IIIs (oh, they get a _crew_ for the gun :) along to try and snag five stone bldg locations from the German and inflict more CVPs than are inflicted upon them. The Germans get a two leaders, five 5-4-8 paras, some SW (incl. a PSK) and a StuG IIIG plus a PzKw IVH as well as a Fortified Bldg. In addition, the area between the two setup areas (between one and seven hexes wide) is designated "No Man's Land" and the German can designate four ground-level bldg locations (either in his setup area or in NML) as "AFV Hide-outs." To quote the SSR: "Each AFV Hide-Out allows the German player to set up/enter/change VCA of any German AFV without having to take a Bog check. Additionally, any Hide-Out which is set up in NML may have one Boresighted Location assigned to it which is in LOS/LOF of the Hide-Out. Any non-captured German AFV which enters the Hide-Out may use the Bore-Sighting DRM as long as the location remains unrubbled." This could be a little gem if the possibility of German AFVs making a dash for the Hide-Outs and then playing hide-and-seek is realized. Guess I'll have to play it to find out. This is on the top of my FC scenario play list for next week's ftf.

 

FC6 MAORI'S MOMENT

Play it on Boards 12 and 13! Use fourteen 4-5-8s and a lot of LMGs! Buy a bazillion FPPs! I think that's what the TV advertising would sound like. Germans get some 80mm OBA and some 5-4-8s and 4-6-7s, along with some leaders and PzKw IVHs. 12S1/T1 and 12O6/O7 are the objectives. Take one pair of hexes and the Germans win. Don't take 'em and they lose. They get seven turns to do it. For some reason, this one grabs my attention. Looks like kind of a tough row to hoe for the Jerries, but the playtesters must have given this the once-over (or is that the "several-times-over") so I'm anxious to see what the possibilities are, here. The tanks don't show up until later. The apostrophe in the title is in the wrong place, but that's not my fault.

 

FC7 ANOTHER DAY ON THE RACK!

Using about 75% of the map, the Germans get a polyglot force of 5-4-8s, 4-6-8s, and 8-3-8s, as well as a tank and some mixed fortifications (including a Cave!). Fifteen Kiwis and three Shermans come and get 'em. If the New Zealanders can dig the Germans out of hex T10 (Continental Hotel, for those of you planning to book a room) they win. I like the looks of this one, too.

 

FC8 ROCCA JANICULA

Half of the board is in play for this one, which looks like another slugfest. (Strange that there would be so many slugfest scenarios at Cassino, eh?) The Commonwealth owns the Castle and the Germans counterattack hard. Lots of 5-4-8s, 8-3-8s, and tons of SW (but no AT SW). The Allies get some good leaders, eleven squads, and two Shermans. VPs are scored for building possession, including 4 for each of the Castle hexes. Once again, the balance calls for Battle Hardening of two Indian MMCs. Depending on how bad your dice are, this could delay the start of the scenario for several hours.

 

FC9 RED RAPIDO

Here's the scenario involving the Rapido River crossing in January where the Americans got smoked. (For those keeping score, the scenario photo is the same photo which was used in half-tone for the picture in 'A13 Able at Cesaro'.) Twenty-five American MMCs and five leaders (including my favorite, the 6+1) fight a mixed force of Germans and Dummies, along with a PzKw IVH and an Armor leader (I haven't specified it, but there are a lot of armor leaders in these scenarios), across boards 9, 40, and 43. There are rules for emplacing footbridges across the river for the Americans to cross. The SSR states that a footbridge can be destroyed by an HE IFT attack DR which results in a 2MC or worse, or "any other FT attack which results in a KIA." Except there are no flamethrowers. I assume this means IFT. So if you're using the IIFT, the bridges are invulnerable. This should probably be included in the American balance.

 

FC10 OPERATION DICKENS

This one depicts the attack on the town on 15 March following the bombing (read: leveling) of the town. This is simulated in game terms by forcing the Paras to take a secret HOB die roll, with Berserk resulting in CR, and original 12 in elimination. After this, nine 5-4-8s, three leaders, a StuG III, a 50L PaK, and some mines/fortifications try to keep sixteen Kiwi squad-equivalents, equipped with PIATs and supported by four Shermans, from clearing the Valley Floor. At nine turns, this clocks in as the longest scenario. In other words, nothing too fancy. No wacky vehicles, no crazy unit combinations. Just a lot of elite counters.

Speaking of units, the Kiwi counters (and the others that come with this module, too) are really well done. The only comment I'd make is that they are on the light side -- a bit too "cream"-colored rather than the darker tan of my WoA units. On the other hand, I have a few worn, sun-bleached Brit leaders than match these guys pretty well. They are also very nicely cut (uniform) which is more than can be said for some of my WoA counters. The crowns in the corner are a nice touch. 4-5-7 troops with a broken ML of 8 (7 for the HS). You also get some tank revetment counters, some FB with rockets, and four German ordnance counters. The German color is almost spot-on, comparing it to my German units.

Oh, and four armored cupola counters.

 

So ya wanna grade? No question about it. Grade = Q. Definitely a Q.

That's it. I have one actual substantive comment: I was somewhat concerned that when I got this product, it would be below the physical standard that would allow a relative novice to appreciate it. My main ftf opponent is fairly new to ASL, and with all the stuff out there (RB and PB and KGP I/II plus infinitely many scenarios) I was concerned that when he saw it, he might say, "Aw, that looks kinda crappy. Let's play something 'official' that looks spiffier." After all, it isn't until you really get into the game and have played a fair share of dogs that you start to appreciate well-balanced, interesting scenarios, to say nothing of a well-crafted campaign game (which even I can't appreciate, yet). I can't comment on whether FORTRESS CASSINO will deliver in that department (scenarios or CG), but all I can say is that I guarantee my friend will not be turned off by the graphics. As Matt put it:

"I think the map is nice, about on par with the Berlin map. It uses desert colors for open ground (although desert rules are not in effect). Because of this it has the Zeman stamp of grittiness, with browns and tans predominating.Gritty it is, and that works. As Monty Burns would say, "Eeeeexcellent." "

That's about all. As I said, I can't make any comments about how it plays. Not because I haven't played it, though. In fact, I have run through the CG nine times, with the odd time as the Germans. I'm just not going to let you in on it.

If anyone is upset that I posted this to the list, you can, as they say, bite me.

 


J R Tracy

 As Ron (usefully, btw) pointed out in his post, the Slopes are a bit hard to make out on the map. I'm color blind, which probably exacerbates the problem, but there are some real iffy slope hexsides. Someone said they won't matter much since most of the fighting occurs in the town, but regardless, if they're there, I'd like to be able to actually see them. I will make up a list of what I think are the slope hexsides and forward 'em to Steve and Eddie to find out if I left any out or added any in. Once a definitive list is established, I'll post it. It will be easy enough to go over the map with a colored pencil or whatever and highlight the slope hashmarks.

Overall the map is pretty good - the colors are very 'mediterranean'. Eddie seems to be getting better and better with a paintbrush with each new map. I thought the original GSTK map sucked large, but I have to give HOB credit for the steady improvement. The FC map is clearly no threat to Charlie K.'s or Don Petros' efforts, but it does the job.

 


Eric Pettersen

So I got my Fortress Cassino package yesterday and spent way too much time looking it over last night instead of reading my voter information guide. I know where my priorities are. My grade for FC: Z7. I thought I'd get that out of the way early.

The map is really pretty good and is getting within squinting distance of AH standards. It will be fun to play on. I forgot who mentioned that there should be examples of crater hexes in the rules, and I agree, but on the other hand it's pretty obvious on the map where the craters are.

The die-cut counters are top notch and equal in quality to standard ASL counters.

The full color scenario cards are cool. Using photos for unit depictions was a good idea in that the "artwork" is recognizable and copyright infringement is clearly avoided. The "armor leader" photo is pretty humorous.

The list of required modules to play is actually more extensive than officially listed by HOB, because small sections of chapter G rules (Caves) are required. The rules seem pretty thorough, though I could could think of a few niggling questions after my first read-through (can Bridgelayers ever lay more than one bridge, or are they completely "one-shot" purchases?).

The historical footnotes to the rules are engrossing and convey the grimness of the fighting at Cassino. The scenario cards' situation description and aftermath do the same as well. Check out the 'Red Rapido' scenario. Yikes.

On the surface of it, the CG looks like a tough win for the Commonwealth. They have to take 90%+ of the buildings on the map, seize the Massif overlooking Cassino, and exit units off the level 4/5 map edges. The Commonwealth only seems to have a 10-15% numerical superiority. There must be something I'm misjudging here. Before anyone yells at me, I'm pretty sure there IS something I'm misjudging - I'm curious to know what it is. I've only played one fairly long CG, so I'm no expert on these matters. What's the trick for the Commonwealth?

 


Michael "6+3 Conklin

Opening the package, It appears to be in HOB standard great work. The map is large and detailed, printed on matt paper. 10 scenarios, a sheet of counters and a complete campaign game with a rule book divider.

The map is done is shades of brown, befitting the area, with a 5 level height, A castle, factories, debris, all the things that make life worth living. Hexes appear to be standard size.

Counters: Included are mounted counters with a full OOB of New Zealand 1st line squads. (4-5-7 with a broken 8 morale). 4 machine gun turrets (as per B:RV); a flooded/saturated counter, underground passage, revetments, German 75* INF and 105* RCL guns, and British fighter bombers with rockets (typhoons). The NZ’s have a crown instead of a 1 to mark their class.

The scenarios are in HOB new layout, which like CH’s when it first came out, takes getting used to. They are printed in colour using glossy paper. The counter images look like to me that they are photo’s of 1/35 Tamiya model figures, with the support weapons being drawing on the appropriate colour background.

The colour looks nice, but I’m not sure it is necessary and if it brings up the cost I feel it should be drooped. I will pay even up to $5 more to get mounted counters, but given the option, I wouldn’t donate a dime to get colour scenario cards. The other minor problem is that the scenario cards were not done in order (any order). I would have figured that something this basic would be standard, but this is the second product in the last couple of months that this is happened (look at AA #2 Timmes Orchard).

I am not a good reviewer for Campaign games as I have only played one and did poorly. However it looks to be well done. Like previous HOB products, it is in the KGP style, and even refers those rules as the situation warrants it. The divider has a miniature of the map, just as the AH campaigns do.

I strongly recommend this, the map is excellent, the counters are well done, and material great. There is even a historical write up (all I know of history I learned from wargames :-) ).

One the down side, besides the irritating fact the scenario cards are not done in order, is the counters. Counters are neat, I like counters, I like mounted counters even more. But I don’t really think we need a whole nether set of infantry. Especially since they would only be used with this set. Besides my storage system doesn’t have room for another type of British Infantry. There is a new tendency to include counters just for the sake of including counters.

I strongly recommend this product. It looks to be great fun, and a challenge. I look forward to playing this.

 


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