A Bridge Too Far, 1944 A Flames of War Mega-Game Scenario

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A Bridge Too Far, 1944 A Flames of War Mega-Game Scenario As famous portrayed by the movie of the same name, Operation Market Garden was a daring but ultimately flawed attempt to dramatically accelerate the collapse of Germany during the fall of 1944. This scenario allows a series of large tables to accommodate a scaled down version of the entire operation. It provides a unique opportunity to field elite Allied paratroopers on both offense and defense, along with varieties of Guards troops from XXX Corps, against a mix of German 2 nd rate troops, backed up by solid SS and Fallschirmjager units. Special Terrain rules: The Corridor the units of XXX Corps were strictly limited to a narrow corridor as a way of limiting the German response and allowing a focus on driving up the corridor to relive the airborne forces. To reflect this, if any unit from XXX Corps moves within 6 of either the east or west edges of the table are considered to have violated the corridor. If the corridor is violated, the Germans receive up to 500 points of eliminated troops back for each turn that one or more units of XXX Corps violate the corridor. This can be accumulated, so if no troops have yet been lost they may replace some once they are lost. These replacement troops may enter on the following turn, on either the east or west tabletop edges south of Grave. Bridges Market Garden was all about seizing and holding bridges. At first unaware, and then unbelieving of the Allied plan, German leadership consistently refused to destroy the bridges, insisting on holding them for a counterattack. Local troops could blow a bridge that was threatened, but an amazing number were captured intact. To reflect this, the first time an Allied stand moves within 6 of a bridge (other than Joe s Bridge), the commander of the closest German unit may decide to attempt to blow it, succeeding on a d6 roll of 6. Regardless of whether the attempt succeeds, no further attempt may be made for the duration of the game. Destroyed / Rebuilding bridges destroyed bridges are impassable until rebuilt or replaced with a temporary / Bailey bridge. Any allied engineer unit may attempt to build a bailey bridge to replace a destroyed one, succeeding on a d6 roll of 6 or more. If a pioneer supply vehicle is within 6, and for each turn spent engaged in this activity and not pinned down by enemy fire, add 1 to the die roll. Hills the terrain in this area gave significant importance to the elevated areas due to the generally flat lowland area the battle was fought over. Any unit or vehicle on a hill can see over forest or buildings, but not over city terrain. Hills are treated as difficult ground and provide concealment to any team or vehicle on them. Steep Hills steep hills are treated as very difficult terrain and provide bulletproof cover to any team on them. Rivers rivers in this portion of Holland were wide and deep and presented significant obstacles. They are impassable except over bridges or ferries, or may be crossed using the Flames of War River Crossing rules (from the Firestorm book). River Waal the River Waal fills the gap between the Arnhem table and the Corridor table. It can be crossed (in either direction) by either bridge in Nijmegen if they are controlled. A force crossing the Waal must move off the table edge, and enters as a reinforcement unit on the other table at the beginning of the following turn. An Allied force may attempt a crossing of the Waal via assault boats, to do so it must start a turn unpinned and adjacent to the north edge of the Corridor table. Roll a d6 for each platoon attempting to cross, the crossing succeeds on a 5+. If a 1 is rolled the unit crossing is lost.

Polder polder areas are soft ground and very difficult for vehicles. Any terrain square south of the Rhine River and not woods or urban is considered to be polder. All vehicle movement on polder is halved, and no vehicles may move at the double across any polder terrain. Roads roads in this area were elevated above the surrounding wet ground, in many areas running along the top of dikes. Roads negate the effect of polder for vehicles moving along them, but they are narrow and any damaged vehicle turns that area into difficult terrain until the obstacle has been cleared. Forest this area still had areas of old growth forest, including the western edge of the German Reichswald forest. Forest terrain is very difficult going and uses the normal Flames of War rules for forest. Deployment: The German forces listed as on the table are deployed first. The Allied starting forces then deploy, using the airdrop rules. After the airdrops are completed, the Allies take the first turn. Map: N C B Rhine River Arnhem Oosterbeeck Heavadorp A Hills Buildings Airfield Elst Driel Wyler Nijmegen Waal River (table gap) Woods Steep Hill Road D Groesbeek Heights Maas River FOW Mega-Game A Bridge Too Far, 1944 Reichswald Forest E Zuid-Willems Canal H Wilhelmina Canal Mook Grave Veghel Son F G Best River/Canal Objective Marsh Eindhoven Valkenswaard Meuse-Escault Canal Joe s Bridge 1

Forces - German: KG Becker (Remnants 3 rd Fallschirmjager Division) Rating: KG Becker units are rated as Fearless Trained except as specified in the list Core List: KG Becker list from Hell s Highway (only options for 3 rd FJ Division) Deployment: enters the game on turn 2 anywhere within 24 of entry area D. [KG Becker] KG Walther (6 th Fallschirmjager Regiment) Rating: KG Walther units are rated as Fearless Veteran except as specified in the list Core List: 6 th Fallschirmjager list from Hell s Highway (only options for 6 th FJ Regiment) Added units: a free Luftwaffe penal platoon (p.72 of Hell s Highway), wore tropical uniforms Deployment: starts the game deployed anywhere within 36 of Valkenswaard, but north of the Meuse- Escault Canal and more than 12 from Joe s bridge [KG Walther] KG Spindler (9 th SS Panzer Division) Rating: KG Spindler units are rated as Fearless Veteran except as specified in the list Core List: KG Spindler list from A Bridge Too Far Deployment: enters the game on turn 2 anywhere within 12 of entry area B. [KG Spindler]

KG Graebner (9 th SS Panzer Recon) Rating: KG Graebner units are rated as Fearless Veteran except as specified in the list Core List: KG Graebner list from A Bridge Too Far Points: 1000 Added units: Graebner warrior at no cost Deployment: starts the game deployed anywhere within 8 of Elst, may not move until turn 3 but may fire and assault if Allied units are within range. [KG Graebner] KG von Tettau Rating: KG von Tettau units are rated as specified in the list Core List: KG von Tettau list from A Bridge Too Far Deployment: enters the game on turn 2 anywhere within 12 of entry area A. [KG von Tettau] 59 th Grenadier Division Rating: 59 th Grenadier units are rated as Confident Veteran except as specified in the list Core List: Grenadier Company from Fortress Europe Prohibited units: may not field Armoured artillery batteries, Looted panzer platoons, heavy tank platoons, radio-controlled tank platoons; may not field Elefant, Jagdpanther, Hornisse, PaK43/41 or PaK43 teams Deployment: enters the game on turn 2 anywhere within 12 of entry area F. [59 th Grenadier Division]

107 th Panzer Brigade Rating: 107 th Panzer units are rated as Reluctant Trained* (the points allowed has been increased to offset this) Core List: Panzer Company from Fortress Europe* Points: 2500 Prohibited units: HQ must field Panther tanks, may only field the following platoon types: Combat - Panther platoons Weapons Panzer pioneer platoon, Motorized scout platoon, Panzer AA gun platoon Support Gepanzerte panzergrenadier and gepanzerte panzerpionier platoons, panzerspah patrols Deployment: enters the game on turn 2 anywhere within 12 of entry area H. [107 th Panzer Brigade] 406 th Reserve Division Rating: 406 th Reserve Division units are rated as Confident Trained except as specified in the list Core List: Walkure kompanie - pdf briefing for Sicherungs and Walkure units located on the FOW website (only options designated for Walkure) Points: 1000 Prohibited units: may not field Panzer, Heavy Tank, Assault Gun, Tank Hunter, Veteran Tank Hunter, Panzergrenadier, Panzerpionier, SP Infantry Gun or Armored Artillery platoons; or FlaK Nests. Deployment: enters the game on turn 3 anywhere within 6 of Wyler [406 th Reserve Division] Rear Area Troops: Nijmegen one platoon of bridge guards, each with a command rifle stand and 2x 2cm FlaK38 teams [Reluctant Trained] Best one grenadier platoon, with one command panzerfaust SMG team and 6 RMG teams [Reluctant Trained] Rear area troops are deployed at the start of the game by the overall German CiC. They are commanded by the closest German player. These units do not count toward company morale for any German force.

Forces - Allied: British 1 st Airborne Division Rating: 1 st Airborne units are rated as Fearless Veteran except as specified in the list Core List: British Parachute Rifle Company list from A Bridge Too Far Points: 2000 Added units: Urquhart at no point cost Deployment: airdrop prior to turn 1, pathfinders may be placed anywhere on north (Arnhem) table [1 st Airborne] Polish Airborne Brigade Rating: Polish Airborne units are rated as Fearless Veteran except as specified in the list Core List: Polish Parachute Rifle Company list from A Bridge Too Far Added units: Sosabowski at no point cost Deployment: airdrop on turn 3, pathfinders may be placed anywhere on north (Arnhem) table [Polish Airborne] US 82 nd Airborne Division Rating: 82 nd Airborne units are rated as Fearless Veteran except as specified in the list Core List: Parachute Rifle Company list from Hell s Highway (only options designated for 82 nd ) Points: 2000 Added units: Gavin warrior at no charge Deployment: airdrop prior to turn 1, pathfinders may be placed anywhere on south table north of Grave [82 nd Airborne]

US 101 st Airborne Division Rating: 101 st Airborne units are rated as Fearless Veteran except as specified in the list Core List: Parachute Rifle Company list from Hell s Highway (only options designated for 101 st ) Points: 2000 Added units: Taylor warrior at no charge Deployment: airdrop prior to turn 1, pathfinders may be placed anywhere on south table south of Grave [101 st Airborne] British 52 nd Airlanding Division Rating: 52 nd Division units are rated as Confident Trained except as specified in the list Core List: British Rifle Company list from Fortress Europe Deployment: arrive as reinforcement on turn 3, may land at any secure airfield or via entry zone 1 [52 nd Division] Irish Guards Rating: Guards Armored units are rated as Confident Veteran except as specified in the list Core List: Guards Armored Squadron list from Hell s Highway Points: 2200 Added units: receives Lt. Col J.O.E. Vandaleur and an RAF FAC team at no cost; 1 observer rifle team for off table fire support Fire Support: 2 off table batteries one with 8x 25-pdr teams and one with 8x 5.5 guns, both rated veteran. Deployment: starts on table anywhere within 24 of south table edge [Irish Guards]

Welsh Guards Rating: Guards Armored units are rated as Confident Veteran except as specified in the list Core List: Guards Armored Recon Squadron list from Hell s Highway Points: 2200 Fire Support: none Deployment: enters the game on turn 2 anywhere within 12 of entry area 1. [Irish Guards] Reinforcements: Units listed as reinforcements will show the first turn they may arrive. For simplicity, they will arrive on this turn. Optionally, reinforcement arrivals may be randomized - the owning player rolls a d6 at the start of each turn commencing the turn noted. The reinforcement will enter on a roll of 4+, if not the player rolls again the following turn. Airdrops / Air Landings: Market Garden was the largest airborne operation in history to that point, so airdrops are an important part of the game. Allied units may be designated to deploy or arrive as reinforcements via airdrop. Such units are deployed as follows: The Allied player places a pathfinder stand within the area designated for the unit He then rolls 1d6 +4 and that is the number of platoons that he may include in the initial drop. The Company HQ is included without counting as a platoon. For each platoon in the force that is dropping, roll a direction die and 2d6 The platoon command stand is placed on the location rolled measure the dice roll in inches from the pathfinder stand in the direction indicated. If a hit is rolled on the direction die the player may choose the direction. Place the remaining stands anywhere within 6 of the command stand. Any stand that lands on another stand, or enters rough terrain a building or urban area, woods, marsh or river, is eliminated. Any German unit with the anti-aircraft rating (not self defense or heavy anti-aircraft) may fire at any one landing unit, which lands within range. Allied units may be designated to arrive as reinforcements via air landing. Such units may arrive at any airfield, provided it is not within 8 of any enemy stand. First the Allied player decides if his unit will arrive via air landing or via entry zone 1. If he decides to arrive via air landing, the unit is deployed as follows: The Allied player places the company HQ anywhere on the airfield itself Select another unit and place each of its stands within 2 of the same airfield Continue to deploy, platoon by platoon, until there is no remaining room or the player wishes to stop any remaining units may arrive via air landing at the same airfield in subsequent turns.

After deployment is completed, any stand that is within 8 of an enemy stand on landing is eliminated. Any German unit with the anti-aircraft rating (not self defense or heavy anti-aircraft) may fire at any one landing unit, which lands within range. Follow-up and Reinforcement Drops: Any platoons that do not make the initial drop for a unit may be delivered by a follow-up drop. Any turn after a unit s initial drop the Allied CiC can allocate an airplane to a follow-up drop for one unit. The follow-up drop delivers the remaining platoons, following the same sequence as the initial drop. Some Allied reinforcements are designated to arrive as reinforcement drops, use the same rules as those for follow-up drops to deploy them. Interception: Unlike an initial drop, a follow-up or reinforcement drop may be intercepted. If a follow-up drop is intercepted, the unit commander may either continue the drop, or abort. If he aborts the airplane is wasted by he may try again any future turn. If he continues, the German CiC rolls 1d6 for each platoon dropping, and on a 6 the platoon is destroyed before being safely dropped. Airpower: Although the Allies enjoyed strategic air superiority throughout Market Garden, the requirement to escort the airborne transports and supply drops limited the direct support they could provide and occasionally allowed the Luftwaffe to get through some ground support of its own. Each turn the Allied CiC receives 5 airplanes each turn. Each airplane may do one of the following: Allow a supply drop Allow a follow-up or reinforcement drop Turn into an airstrike anywhere on the tabletop. Roll for the number of planes in the flight normally Each turn, after the Allied CiC has allocated his airplanes, the German CiC receives 1 airplane. Each German airplane may do one of the following: Intercept an allied airdrop or airstrike that has already been placed Turn into an airstrike anywhere on the tabletop. Roll for the number of planes in the flight normally Once per game, the Allied CiC may call for an additional airstrike. It is automatically 3 planes and ignores the first successful firepower test against it from each enemy anti-aircraft attack. The Allied CiC should be careful to use this strike for a key river crossing or attack. Supply: Supply was critical to both sides during the operation, and each faced unique challenges. To reflect this, if a force is out of supply, it reduces its move distance for that turn by ½, and subtracts 1 from any firepower rolls when shooting. Allied forces may trace supply to the road edge near Joe s Bridge, or they may be supplied by an airborne drop. German forces may trace supply to any board edge other than the south one. Airborne supply drops require 1 airplane each, and place a supply canister exactly as you would place an airdropped platoon. A supply canister will supply any friendly force with a stand within 12 at the

start of its move. Any platoon supplied in this way counts as in supply throughout the Allied turn and the following German turn. Supply canisters may not be moved in any way, and are removed at the end of the Allied turn. Weather: The weather throughout Operation Market Garden was difficult, and fog in the UK and Belgium often delayed airdropped reinforcements and supply drops. The German CiC rolls at the start of each turn after the 2 nd for weather, on a roll of 4-6 the weather that turn is overcast, otherwise it is clear. If the weather is overcast, the Allied CiC only receives 3 airplanes, and any Allied airdrops roll 3d6 for scatter distance. The Allied CiC may elect to cancel reinforcement drops and wait until the weather clears at his discretion. Winning the Game: There are 14 objectives shown on the map. If the Allied side controls The Arnhem objective and an unbroken line of bridges to Joe s bridge at any point during the game it immediately ends with an overwhelming victory for the Allies. If the game does not end in this manner, fighting stops at the end of turn 12 due to exhaustion and the side which controls the higher number of objectives has won a marginal victory. Any other result and the game ends in a draw.