The Anzio Abcess-1944
Dallas Thursday Night Irregulars
                                  Anzio Beachhead-Stewart Yee


Situation: The Germans have pushed the British back from the salient to the Anzio
beachhead, where the Americans have prepared positions and are supported by the
USS Brooklyn and her escorting destroyers.  The Germans have chosen to make their
all out attack in inclement weather to avoid Allied air support.

Rules books:  Any Allied or German MW book.  Each player must use only one book (ie:
no mixing Desert Rats and For King & Country)

Points advantage:  Germans have a total of 22,500 pts, Allies have a total of 15,000
pts.  Points will be divided up more or less equally between the players on each side,
“leftover” points can be allocated by agreement among team members.

Split companies:  Each player can field more than one company, but
counts his entire force as one for company morale purposes.

Deployment:  Germans get first turn and deploy 12" from their edge of
the table.  Allies can deploy up to 36" from their edge of the table and 24” from the short
edges of the table.  This deployment may be modified depending on final design of the
terrain.

Objectives:  Three objectives, attackers place one and defenders place
two.  Objectives are placed in the middle 4' of table, 8" from the Allies
edge and 16" from the middle of the table.

Special rules:
1)  Allies start in prepared positions, dug in and gone to ground
2)  Inclement weather:  no air cover available
3)  Limited ambush:  each player can have up to one platoon in
ambush, deployment is in their deployment zone
4)  Naval gunnery support:  each Allied player can call in one naval
bombardment per turn, using one template and normal bombardment
rules (ie ranging depends on your opponent's training and hits depends on your
training).  If the player has no artillery observer his company commander can range in a
bombardment with the usual penalty, provided the company commander has not
moved or shot in that turn (ie as an observer would).  Naval bombardment is AT 5 and
FP -/4+.  There are no re-rolls for ranging in and no re-rolls to hit (ie like a four-gun
battery).  Any observer can call in a naval bombardment but not both a naval and an arty
bombardment on the same turn.  All guns repeat rule applies (can repeat on a ranged-
in spot).  No other artillery rules such as Mike Target or TOT apply.
5) Fortifications from HFB are allowed for defenders, except for trenches.  Allies get one
barbed wire section per player, one tank obstacle per player, and two minefields for the
whole team.

Turns and Victory Conditions:  There are 8 turns total.  Attackers win if they control two
out of three objectives at the start of their turn uncontested.  Defenders win if they control
two out of three objectives uncontested after turn 6 (ie if there is no Attacker at least
contesting two of the objectives in turn 7 or 8 the game ends).  Control is having a unit
within 2" of the objective and contesting is having a unit within 4" of the objective.  If
neither side has an outright victory then victory is decided by number of platoons
destroyed/removed due to failed morale tests.

Terrain: rolling hills with rocky outcroppings, a few roads leading into the beachhead,
scattered trees.  This is taking place inland from the actual beach but not out of naval
gunfire range. Rivers are fordable but first the ford must be found.  To find a ford a unit
must start a turn next to a river in command and not pinned, and must pass a skill test.
Recce units get a re-roll for failed skill tests due to their special training.  Fords can be
marked and following units can use the same crossing without having to find it. Rivers
are difficult terrain, and vehicles must pass a bog check to successfully cross a river
once the ford has been found.

Links

After The Battle-Post
Game Briefing

Official Battle
Map-U.S. Army

Game Map (.pdf)

Official Battle Report

Gallery-After The
Game

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