Page 1 of 1
DLC '44 West #03: Monte Cassino
Posted: Mon Nov 05, 2012 10:33 am
by VPaulus
Please post here your comments about this scenario.
Re: DLC '44 West #03: Monte Cassino
Posted: Tue Nov 06, 2012 2:57 am
by ThvN
Beta 1
Colonel, Imported Core, DV 18/18
Prestige before/after deployment: 6569/4218
Prestige on last turn/incl. victory bonus: 6193/8193
I never fired the auxiliary Nebelwerfer(s) as the AI never got in range. I had bought a green Möbelwagen SPAAG to start to train it up for later scenarios and had my full airforce deployed, both which turned out to be good ideas because the map lacks a center airfield (which I think is a nice challenge) and my air units could be used more offensively because I had two SPAAG units covering artillery etc.
I went on the attack immediately and rushed everything forward, this was easy in my case thanks to my well-deployed bridge engineer just North of San Giorgio (15,20). I could prevent the AI from gaining a bridgehead across the Rapido river, and had little trouble with its tanks because I caught them in the river with my Elefant. Captured Cassino, and then went after the still static General Anders (around 24,12).
I had almost cleared the area and just prepared a defensive position in Castelforte (20,24) when an AI counterattack started after turn 9. Even though I was reasonably well prepared the AI still took several units down to less then half-strength. I had every flag on the map in my possession on the last turn and wiped out all AI units.
Re: DLC '44 West #03: Monte Cassino
Posted: Tue Nov 06, 2012 5:47 pm
by Kamerer
3) Monte Cassino – beta 1
Level: Field Marshal
Prestige: Begin: 4,125. End: 6,350. Net: +2,225
Result: DV 18/18 (map was cleared at 16/18)
Replacement policy/prestige: ~50 used for aux FJ.
Problems:
General impressions/comments:
- • This scenario was really easy. I know the allies were downgrading the theater by this time, but it was not surprising or challenging at all. Leaving the Liri crossing by Castelforte open makes flanking them very easy.
• Giving the Nebelwerfer’s such range felt a little odd – they could shoot further than a battleship? It might feel a little less jarring to position them closer and give them less extravagant range.
Re: DLC '44 West #03: Monte Cassino
Posted: Fri Nov 09, 2012 3:45 am
by monkspider
Monte Cassino
DV turn 18/18
I also found this scenario a bit too easy. Easy enough to not be very interesting. The allies could use a bit more teeth in this one, especially since this is the offensive that historically succeeded (at least in a "marginal victory"). I really enjoyed the super neberwerfers though. They are such a fun oddity, I recommend leaving them the same. This has all the makings of a great defensive battle, just give those Allies a bit more oomph. Perhaps give them an extra wave between the first and final wave?
(Edit: Woah, I am a U-Boat now!)
Re: DLC '44 West #03: Monte Cassino
Posted: Fri Nov 09, 2012 9:26 pm
by zappel
Beta1 - Colonel-Level - Imported core - DV at turn 18
As the first scenarios a easy to win battle: more fun than challenge. The only thing I didn't like was to wait until turn 18 to get the DV, the map was cleared in turn 11.
Nothing else to mention.
Re: DLC '44 West #03: Monte Cassino
Posted: Sat Nov 10, 2012 1:45 am
by Kamerer
3) Monte Cassino – beta 2
Level: Rommel, stock core
Prestige: Begin: 0. End: 600. Net: +600
Result: DV 15/15
Core changes:
- No purchases.
- Upgraded one 109G to K model
- Upgraded SE Pz.III/N to M model
- Upgraded Maultier to Wurf.40
- Upgraded one Panther to G model
Problems:
General impressions/comments:
- • Seemed much harder, but that might be core difference and less prestige (not all units full strength. DV was only on last turn, not a “commanding” one).
• Vs. beta 1 (played on FM and with an imported core), that time I was larking around shooting up things at will, clearing the map. This was a real fight and more challenging.
Re: DLC '44 West #03: Monte Cassino
Posted: Sat Nov 10, 2012 5:11 pm
by monkspider
Monte Cassino
Beta 2
DV turn 15/15
General level
Default Core
Ending prestige 1316
This one seemed to have a reasonable level of difficulty. It was much harder, but I still was able to hold on for the decisive victory and I certainly wasn't able to clear the map like I did the first time. I would recommend no major changes this time.
Re: DLC '44 West #03: Monte Cassino
Posted: Sun Nov 11, 2012 12:37 am
by Razz1
No Core
Colonel
start 1729 prestige, after reinforcements I had 548
DV
Planes took allot of punishment.
Re: DLC '44 West #03: Monte Cassino
Posted: Sun Nov 11, 2012 3:29 am
by billmv44
Edit, this should have been posted on Cassino, sorry.
Beta 2. General level. DV 16/16, both transport units survived the move. Awarded an SE Bf-109g. Ending prestige 2487.
The biggest challenges are the American infantry and the large numbers of allied air power. I slowly re-gained Cassino and was able to move the transports without any air attacks against them. I had to scramble a bit to meet the allied push in the east, but the minefields slowed them down enough for my counter-attack to succeed. A good, interesting scenario. The PzGrenadiere unit is very useful. A good addition to game play.
Re: DLC '44 West #03: Monte Cassino
Posted: Tue Nov 13, 2012 1:24 am
by billmv44
Beta 2, General. Ending prestige 1455. This one was also well balanced. DV on 15/15 but it was a struggle. The long range Nebelwerfers came in handy, but I'm wondering if an aux rail gun might be more appropriate (if not in this scenario then perhaps on Anzio). Allied air power is becoming quite a challenge. Normandy will be very interesting.
Re: DLC '44 West #03: Monte Cassino
Posted: Sat Nov 17, 2012 6:35 pm
by zappel
Beta3 - Colonel-Level - Imported core - DV
Yes, now it is more interesting. The last time I could not engage the aux artillery because no allied ground force was in shooting range. This time it was necassary to use them and it was a good change to strengthen the allied ground forces. These allied artillery in and surrounding Cassino is very prejudicial and it took some sensitive losses to destroy them.
Re: DLC '44 West #03: Monte Cassino
Posted: Sat Nov 17, 2012 11:41 pm
by Kamerer
3) Monte Cassino – beta 3/rc
Level: Rommel, stock core
Prestige: Begin: 0. End: 550. Net: +550
Result: DV 15/15
Problems:
General impressions/comments:
- • Played well – forces and turn limit seemed right. Not too easy and not too hard for a mid-campaign scenario.
Re: DLC '44 West #03: Monte Cassino
Posted: Sun Nov 18, 2012 9:54 pm
by ThvN
beta 3, colonel, imported core. DV
The aux Nebelwerfer(s) got some use, and although my air units were very succesful my ground units got mired in a bitter struggle for Cassino, just out of range of the Nebelwerfers, luckily I managed to clear the northern part (with all the Allied artillery) quite rapidly. The rest, esp. the south-west part of Cassino, took so long I nearly had to fall back when the last Allied attack waves came rolling in from the south. So the difficulty seems just right for a player of my level, and despite my strong airforce even my AAA got quite a few kills. This scenario has a really nice balance now, a lot more intense to play while trying for the DV.
Re: DLC '44 West #03: Monte Cassino
Posted: Fri Dec 14, 2012 11:06 am
by produit
There is an error on the map, location 20,22. The terrain looks like clear terrain, but it is forest.
Re: DLC '44 West #03: Monte Cassino
Posted: Sat Jan 25, 2014 10:10 am
by fliegenderstaub
produit wrote:There is an error on the map, location 20,22. The terrain looks like clear terrain, but it is forest.
Just learned this the hard way. Nearly lost a SE Pz IVJ there (down to 1 strenght), when attacked by two US 43 Infantry.
Well, sh... happens... But honestly: Does anyone control the terrain every time you move a unit onto it?

Fortunately it was the first time I encountered this problem.
My question: Is there a chance this will be corrected? If not, is it possible to change the terrain with the editor without ruining the map?