Memoir '44 D-Day Landings Memoir '44 D-Day Landings

Crossing the Moro - December 06, 1943 - December 10, 1943

Battle of Ortona
Western Front By: Brummbar44 - Last update: 07/27/2011
Axis Player: Allied Player:
x6 x5 x5 x5
first You play first    


Historical Background:
The Road to Ortona started for the Canadians here as they took over from the weary British 78th. The 8th Army had pushed the Germans across the Moro river. The 1st Canadian divisional commander, Chris Vokes, was signaled on December 4th to "get over the River Moro as soon as possible".

Vokes chose to cross the Moro at three points. At the modern highway 16 that ran along the coast, at the town of San Leonardo and st a village called Villa Rogatti two miles upstream. The Hastings and Prince Edward regiment (the Hasty P's) were to establish the bridgehead on the right, the Seaforth Highlanders of Canada in the center and the Princess Particia's Canadian Light Infantry (PPCLI) on the left supported by elements of the British 44th Royal Tank Regiment.

Opposing them were the 200th Panzer Grenadier regiment and the 90th Panzer Grenadier regiment who had blown both the bridge at San Leonardo and along highway 16. They had settled in for a fight.

The divisional engineers informed their commander that it was not possible to build an assault crossing at Villa Rogatti. Much to his chagrin when he had handed over that part of the front to the Indians they had erected "Impossible Bridge" 3 days later.

The Canadians would eventually cross the Moro and push into San Leonardo but not until after the Germans extracted a heavy price. The bloodiest month in the entire Italian campaign for the Canadians was just beginning.

Briefing:
Axis Player [Germany]: Take 6 Command cards

Allied Player [Canada]: Take 5 Command cards.
You move first.

Conditions of Victory:
5 Medals

The town of San Leonardo is a Temporary Medal Objective for the Allies.

Special Rules:
The Moro River is a Fordable river (Terrain - 41)

The Ford - Due to every Moro river hex being treated as a ford, infantry can use the ford hex like a bridge (infantry only not armor).

Blowing the Bridges -
Before his first turn, the Axis player gets a free attempt to blow each of the 2 bridges. He rolls 2 dice for each, if he rolls a star, remove that bridge. The Axis player may later attempt (including his first turn) to destroy the bridges in accordance with the Terrain rules "Blowing up a Bridge" pg.8

Pontoon Bridge -
The Allied player may place one pontoon bridge in both the center and allied right using the Pontoon Bridge rules on pg. 12 of the Terrain Rule book. The Allied player may also attempt to place one pontoon bridge on his left column as per the rules above with the addition of having to roll 2 dice. If one or more dice show a Star, he is successful. If unsuccessful, he may attempt again later.

Mini-FAQ:
- The Axis player may not blow-up pontoon bridges.
- The Allied player may not place a pontoon over an existing bridge.
- If a pontoon bridge connects two road hexes the road bonus still applies.

Bridges are the only way that armor can cross the Moro River.

Air Rules are optional: If used, give the Axis player one Air Sortie card and shuffle the other into the deck at game start.

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