Anzio Beachhead by conboy
Posted: Mon Oct 01, 2018 12:13 am
http://www.mediafire.com/file/r1f6d402p ... 1.zip/file
link updated 13 March 2019
I have updated the scenario based on comments from players and moderators:
* scoped down air battle at beach
* fixed triggers and victory/defeat criteria
* reduced shock effect of German counterattacks
* converted UK 2 Regt to human control
* made objective goals turn count instead of dates
* fixed pop-ups and pictures
* edited map errors
* added air exit hexes for allies and Germans
It should play about the same but it's more polished. If you haven't played it and are an inexperienced player, you should play Level 3. Kondi, if you can beat this on Level 5 I'll kiss your butt in front of the courthouse of your choice and give you a half hour to draw a crowd.
Please let me know what you think of the scenario.
thanks,
conboy
I wanted to make a scenario of a battle that I hadn’t run across before and picked Anzio because my uncle was on US Lt Gen Mark Clark’s cartography team, having been a surveyor on the Southern swamp frontier. He was at Anzio and described the events to me and my daughter in one of her high school projects. He recently passed away but I still have the notes in which he described his participation in the Italian Campaign, with great emphasis on the carnage and suffering at Anzio. Allied units are named as described in the link: https://history.army.mil/books/wwii/anz ... anding.htm. British Battalion names are abbreviated because they are so long – Wiki has all the names and I apologize for the abbreviations. I only identified the German Divisions involved, not the battalions. I used the maps from the link above to set up the scenario layout and combat pace.
The scenario does not convey much of the miserable conditions and poor senior leadership endured by the US troops, but it generally holds to the combat event dates as portrayed in the link. My apologies to the previous scenario-maker if this scenario has already been done!
This is my first scenario so if someone wants to look at the guts of it, they will find it very unsystematic! My next effort will be more conventionally organized (maybe). I wanted to get an experienced scenario maker to look at it but my play time for this is about three hours, so that’s a big request especially after I pestered them so much with fundamental questions when I got stumped. I finally got it to play like I wanted it to though.
In researching this scenario, I was surprised at how much of the battle was carried by the British forces. Gen. Sir Harold R. L. G. Alexander was the allied commander, over Mark Clark and others. So I learned a lot and hope that I conveyed some of this information in the scenario.
Also, if anyone wants to use the map for their own take on the scenario, be my guest – I’d be mighty interested in how someone else would portray the battle.
Some Play Tips and Notes:
The scenario is based on two hexes per linear mile and the units are Battalions, which why there are so many of them on the map.
Keep the railheads at Aprilia occupied with arriving troops – don’t let the 24th Regiment get into them. They’ll occupy the town, block the railhead, and sit through the fight there. It is important to get as many units north to Aprilia and unloaded as soon as possible.
There is no tricky stuff in this scenario, all you have to do is apply good tactical sense and follow the instructions in the briefing and the Pop-ups. No need for daring maneuvers, be deliberate, watch your flanks when going for the objectives.
I was surprised to find that there was such a thing as a Chemical Mortar Battalion – I had never heard of such a thing before, despite a bit of military experience. They were in great demand because of their ability to conduct both direct fire and indirect fire missions. I separated the 84th Chemical Mortar Battalion into two pairs of platoons and used the M8 75mm HMC as a stand-in – perfect because 84th was motorized and the M8 has both direct and indirect fire capabilities.
Two commando units from the 2 Special Service Brigade (9 and 43) were present, I surmise only at the beginning of the battle in reality but I kept them in throughout. There are plenty of RPs for commando raids and there are no engineers available to clear mines (hint-hint).
The 441st AAA Automatic Weapons Battalion was present, but I converted it into a smash-mouth Heavy Weapons Battalion to quickly resolve tough situations. (No such thing – in real life, they’re organized into platoons or companies.) Keep it replenished with veterans.
Historical Notes and Scenario Artificialities:
The failure to exploit the successful surprise landing of two full divisions, and the later failure to block the roads leading northwest from central Italy (Mark Clark advanced to Rome instead, against orders and military logic) prolonged the Italian campaign by almost a year. The German army on the Gustav Line escaped and fought resiliently for another year (see Wikipedia article for a concise description).
The 6615th Ranger Force was almost wiped out in the attack on Cisterna. Only a handful made it back, the rest were captured or killed. They infiltrated through a ravine and were detected in a very vulnerable position before any relief could be offered. I never heard of this event before working on this scenario. Please read the link Army History Link above for more information on these unfortunate soldiers!
At the time of the most serious action in the early phase of the fight, the 30th Regiment was in reserve, but it was heavily involved in the Cisterna battle and aftermath.
The armor near Campoleone was pulled out before the main counterattack and placed in Corps Reserve – the Campoleone salient was occupied only by the UK 3 Brigade with support from 509th Airborne. I can find no explanation for pulling out the armor while trying to advance a spearhead! Some British armor was present in the salient but not the US 1st Armored Division, which entered the battle to save the line at the Aprilia Factory. 45th Infantry Division was also in a follow-on echelon but are not participants in this scenario. However, there is lots of armor in the scenario to make it interesting.
Early on, the 7th Regiment battalions were scattered all over the east side of the battlefield, not deployed in a defensive line on the highway.
Cisterna and Campoleone were not captured in the phase of the battle depicted in the scenario – Allied forces were attacked as they neared these objectives. They were captured much later when the Allies finally broke out of the beachhead.
I don’t know if Regimental Commanders typically rode with Tank Battalions (most infantry regiments did not have an organic Tank Battalion) but they do so here for “aesthetic” purposes.
Air power and artillery really did save the day for the Allies. Most of the battle after the opening stage was a brutal artillery duel in the mud.
The fight in the air over the landing forces peaked on 29 Jan 1944. As I noted in the briefing, throughput in Anzio Harbor was amazingly fast but there weren’t enough transport ships and landing craft to get the forces to the beaches quickly – they had to run back and forth between Naples and Anzio to convoy the later echelons. So they were vulnerable to German bomber attacks. Several allied ships were lost with their sailors. There were specially outfitted British anti-aircraft cruisers present – a fact which surprised me so I put them in the fight in the scenario. The references say that AA fire alone downed 90 German bombers.
Thanks for checking this out – I’m anxious to find how what you think of it and if you enjoyed it.
conboy
link updated 13 March 2019
I have updated the scenario based on comments from players and moderators:
* scoped down air battle at beach
* fixed triggers and victory/defeat criteria
* reduced shock effect of German counterattacks
* converted UK 2 Regt to human control
* made objective goals turn count instead of dates
* fixed pop-ups and pictures
* edited map errors
* added air exit hexes for allies and Germans
It should play about the same but it's more polished. If you haven't played it and are an inexperienced player, you should play Level 3. Kondi, if you can beat this on Level 5 I'll kiss your butt in front of the courthouse of your choice and give you a half hour to draw a crowd.
Please let me know what you think of the scenario.
thanks,
conboy
I wanted to make a scenario of a battle that I hadn’t run across before and picked Anzio because my uncle was on US Lt Gen Mark Clark’s cartography team, having been a surveyor on the Southern swamp frontier. He was at Anzio and described the events to me and my daughter in one of her high school projects. He recently passed away but I still have the notes in which he described his participation in the Italian Campaign, with great emphasis on the carnage and suffering at Anzio. Allied units are named as described in the link: https://history.army.mil/books/wwii/anz ... anding.htm. British Battalion names are abbreviated because they are so long – Wiki has all the names and I apologize for the abbreviations. I only identified the German Divisions involved, not the battalions. I used the maps from the link above to set up the scenario layout and combat pace.
The scenario does not convey much of the miserable conditions and poor senior leadership endured by the US troops, but it generally holds to the combat event dates as portrayed in the link. My apologies to the previous scenario-maker if this scenario has already been done!
This is my first scenario so if someone wants to look at the guts of it, they will find it very unsystematic! My next effort will be more conventionally organized (maybe). I wanted to get an experienced scenario maker to look at it but my play time for this is about three hours, so that’s a big request especially after I pestered them so much with fundamental questions when I got stumped. I finally got it to play like I wanted it to though.
In researching this scenario, I was surprised at how much of the battle was carried by the British forces. Gen. Sir Harold R. L. G. Alexander was the allied commander, over Mark Clark and others. So I learned a lot and hope that I conveyed some of this information in the scenario.
Also, if anyone wants to use the map for their own take on the scenario, be my guest – I’d be mighty interested in how someone else would portray the battle.
Some Play Tips and Notes:
The scenario is based on two hexes per linear mile and the units are Battalions, which why there are so many of them on the map.
Keep the railheads at Aprilia occupied with arriving troops – don’t let the 24th Regiment get into them. They’ll occupy the town, block the railhead, and sit through the fight there. It is important to get as many units north to Aprilia and unloaded as soon as possible.
There is no tricky stuff in this scenario, all you have to do is apply good tactical sense and follow the instructions in the briefing and the Pop-ups. No need for daring maneuvers, be deliberate, watch your flanks when going for the objectives.
I was surprised to find that there was such a thing as a Chemical Mortar Battalion – I had never heard of such a thing before, despite a bit of military experience. They were in great demand because of their ability to conduct both direct fire and indirect fire missions. I separated the 84th Chemical Mortar Battalion into two pairs of platoons and used the M8 75mm HMC as a stand-in – perfect because 84th was motorized and the M8 has both direct and indirect fire capabilities.
Two commando units from the 2 Special Service Brigade (9 and 43) were present, I surmise only at the beginning of the battle in reality but I kept them in throughout. There are plenty of RPs for commando raids and there are no engineers available to clear mines (hint-hint).
The 441st AAA Automatic Weapons Battalion was present, but I converted it into a smash-mouth Heavy Weapons Battalion to quickly resolve tough situations. (No such thing – in real life, they’re organized into platoons or companies.) Keep it replenished with veterans.
Historical Notes and Scenario Artificialities:
The failure to exploit the successful surprise landing of two full divisions, and the later failure to block the roads leading northwest from central Italy (Mark Clark advanced to Rome instead, against orders and military logic) prolonged the Italian campaign by almost a year. The German army on the Gustav Line escaped and fought resiliently for another year (see Wikipedia article for a concise description).
The 6615th Ranger Force was almost wiped out in the attack on Cisterna. Only a handful made it back, the rest were captured or killed. They infiltrated through a ravine and were detected in a very vulnerable position before any relief could be offered. I never heard of this event before working on this scenario. Please read the link Army History Link above for more information on these unfortunate soldiers!
At the time of the most serious action in the early phase of the fight, the 30th Regiment was in reserve, but it was heavily involved in the Cisterna battle and aftermath.
The armor near Campoleone was pulled out before the main counterattack and placed in Corps Reserve – the Campoleone salient was occupied only by the UK 3 Brigade with support from 509th Airborne. I can find no explanation for pulling out the armor while trying to advance a spearhead! Some British armor was present in the salient but not the US 1st Armored Division, which entered the battle to save the line at the Aprilia Factory. 45th Infantry Division was also in a follow-on echelon but are not participants in this scenario. However, there is lots of armor in the scenario to make it interesting.
Early on, the 7th Regiment battalions were scattered all over the east side of the battlefield, not deployed in a defensive line on the highway.
Cisterna and Campoleone were not captured in the phase of the battle depicted in the scenario – Allied forces were attacked as they neared these objectives. They were captured much later when the Allies finally broke out of the beachhead.
I don’t know if Regimental Commanders typically rode with Tank Battalions (most infantry regiments did not have an organic Tank Battalion) but they do so here for “aesthetic” purposes.
Air power and artillery really did save the day for the Allies. Most of the battle after the opening stage was a brutal artillery duel in the mud.
The fight in the air over the landing forces peaked on 29 Jan 1944. As I noted in the briefing, throughput in Anzio Harbor was amazingly fast but there weren’t enough transport ships and landing craft to get the forces to the beaches quickly – they had to run back and forth between Naples and Anzio to convoy the later echelons. So they were vulnerable to German bomber attacks. Several allied ships were lost with their sailors. There were specially outfitted British anti-aircraft cruisers present – a fact which surprised me so I put them in the fight in the scenario. The references say that AA fire alone downed 90 German bombers.
Thanks for checking this out – I’m anxious to find how what you think of it and if you enjoyed it.
conboy