Holding the beachhead - February 28, 1944 - March 03, 1944

The German attack on the Anzio beachhead
Western Front By: ad79 - Last update: 04/21/2011
Axis Player: Allied Player:
x6 x12 x5 x12
first You play first    


Historical Background:
The evening of February 28th, 1944, saw the start of a German offensive to take the beachhead. German artillery fire pounded the allied and the allied fired back.
The main German attack of this offensive was concentrated west of the Padiglione woods after repeated attacks down The Albano road had failed. The Germans tried to breakthrough and cross the Mussolini Canal. The allied held on throughout the German offensive and on March 3rd the offensive was called of with little gains for the Germans.

Can you do better than the Germans and take the beachhead?

The stage is set, the battle lines are drawn and you are in command: The rest is history.

Briefing:
Axis Take 6 command cards, you move first
Allies: Take 5 command cards.

Before cards are drawn both players may target four units with two dice to simulate the artillery bombardment before the attack started. Axis player starts by targetting four units first, then the Allied player targets four units.
Hits on unit symbols, grenade and stars, flags may not be ignored.


All terrain hexes from the basegame are used. Place 17 hills, 14 forests, 3 towns(with curved river on the back), 2 curved rivers(with hedgerows on the back) and 8 straight rivers. All other terrain hexes are from the Terrain pack.

Conditions of Victory:
12 medals each
Axis needs to hold one or more of the three temporary medal hexes at Anzio and Nettuno among the twelve medals to win.
If the command card draw pile runs out,the allied player managed to hold the bridgehead and takes the win regardless of the numbers of medals he has. The Germans failed in taking the beachhead. Do NOT reshuffle the deck after Their Finest Hour is played.

Special Rules:
Anzio Annie Ordered as armoured train. May move up to 3 and battle. Battles at 3-3-3-2-2-2-1-1-1. Hit on granade. Destroyed on third granade. Mark with battle star after first hit. After first hit range is 3-3-2-2-1-1. Locomotive is removed when Anzio Annie is destroyed and does not give a second medal.

The hills where Anzio Annie starts is a tunnel. If Anzio Annie is in the tunnel, it can't be targeted.

To simulate the Germans need to keep Anzio Annie on the move or in hiding. If Anzio Annie is left unordered out in the open, the allied player gets a automatic attack on the Anzio Annie with two dice. Stars count as hits and all retreats are towards tunnel.

The tunnel is a normal hill for all other units.

Use Tiger tank rules (Troops 16) for the 3 German Tigers with one figure.

Supply trucks (Troops 17) doesn't give any medals even if eliminated.

Scenario Bibliography:
Story: http://www.history.army.mil/books/wwii/anziobeach/anzio-fm.htm
Map: http://www.history.army.mil/books/wwii/anziobeach/map20.jpg

Warning:
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.

Set-up Order
11
5
2
1
1
1
1
17
14
11
4
4
1
5
14
1
1
1
2
2
11
3
2