GIA TAHGC N "FAUGH A'BALLAGH"
SINAGOGA ITALY, May 16, 1944: The
approach to Monte Cassino was agonizingly slow. The
commanding heights gave the Germans superb observation and fire positions. In
the valleys, small rearguard groups ensured that each hamlet had is blood price.
For the Allies, the very narrowness of the battlefield ensure the maximum support
for each assault. The Iris Brigade attack on Sinagoga was preceded by a full divisional
bombardment. In the thunder of the barrage, many of the small stone housed of
the picturesque village were quickly destroyed. The defenders were not.
VICTORY CONDITIONS: To
win, the Irish must either establish a favorable 3:1 ratio of unbroken full
squads on the board at game's end OR solely occupy any five of the seven buildings
that contain stairways. The German player winds by avoid the Irish victory conditions.
German sets up first
- AT START: Elements of the 305th Infantry
Division; set up between Hex Rows U and EE, inclusive:
1x9-1; 1x8-1; 5x467; 3xLMG; 2xPF43a; 3xPF43b; 1xJagdPzIVG
- AT START: Elements of the Irish Brigade
of the 78th Infantry Division with elements of the 16/5th Lancers attached;
enter on southern hexes B10 thorough O10 inclusive:
1x9-2; 1x9-1; 1x8-0; 10x458; 1xMMG ; 2xLMG; 3xVal XI
SPECIAL SCENARIO RULES:
AFTERMATH: Soon after the barrage lifted, the
"Faughs" (so called for their battle cry "Faugh a Ballagh")
stormed the shattered village. The bombardment had knocked out all the mines and
fixed anti-tank weapons but had left the German troops and armor unaffected. Their
fire, and the piles of rubble, so slowed the Irish assault that it was more the
orderly German retirement rather than the Allied advance which left Sinagoga in
- SSR N1: TERRAIN: Wheatfield are as depicted
and all relevant rules are in effect. All buildings are level one and of stone
construction (rowhouse rules are not in effect).
- SSR N2: No Boresighting; Smoke Grenades;
Battlefield Integrity (93), Equipment Possession (164), Command Control (166),
Sniper Generation (174.1) rules are in force.
- SSR N3: Prior to initial placement of German
units; the Allied player must roll two dice for every building hex on Hex
Rows Q through EE, inclusive. A result of seven or less with no modifiers
reduces the building hex to rubble.
- SSR N4: Place on each
hexside joining two non-adjacent rubble hexes a roadblock (i. e, if only X6
and W8 were rubbled, then hexside W7/X7 has a roadblock; if hexes BB1, BB2,
BB3, AA4, AA5 and BB5 were rubbled, AA3/BB3 and AA4/BB4 each have a roadblock;
if only BB1 and DD2 were rubbled then there is no roadblock). This special
rubble rule rule is invoked due to the amount of stone in each building and
its tendency to bunch up in the narrow streets.