While the Maori battalion was fighting for the Cassino train station two thousand feet below them, the 4th Indian Division attacked the slopes in front of the monastery. The 1/2 Gurkhas lead an attack directly at the monastery but first had to pass through innocuous-looking shrubs. The Germans had actually scattered the thickets with mines that killed the entire first wave.
Withering fire from interlocking German positions drove the other Allied advances off course, although some gains were made toward the key high ground. A handful of men were able to reach the summit of 593 but were unable to eliminate all of the German positions in the area. This failure disrupted further reinforcements that could have consolidated the advance.
The Royal Sussex were ordered forward to help secure 593 at dawn, but suffered major losses from the machine-gun positions and from snipers. With the coming of daylight, the entire attack was called off and the men were ordered back to their starting positions. The battalions had lost around 450 men and had failed to capture any of the high ground near the monastery.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Take 6 Command cards.
You move first.
Take 4 Command cards.
Conditions of Victory:
The 3 Points are each Temporary Medal objectives for the Allies.
Air rules are not in effect. Remove both Air Sortie cards and place them aside.
Allied units with badges are elite (Troops 2).
Axis units with German badges are Snipers (Troops 10).
British Commonwealth Forces rules are in effect (Nations 5).
"Monte Cassino: The Hardest-Fought Battle of World War II" by Matthew Parker
"The Italian Campaign" by Robert Wallace
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.