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West of Arnhem, the first wave of the British Airborne landed in a nice tight formation, but because of various delays did not start their 13 km march to Arnhem, until late in the afternoon. The 2nd Parachute battalion was sent ahead to secure the bridges over the Neder. The railway bridge was demolished beofre they could secure it. And “A” company made it as far as the north end of the Arnhem bridge, but no further. They dug in and waited for reinforcements. The rest of the brigade had been bogged dwon in the town of Oosterbeek, half way to their objective.

Game length 36 turns [see Special Rules]; German sets up; first Allies move first
Morale - 1st Airborne Brigade = destroyed upon their 5th recoil
Guard Division = destroyed upon their 4th recoil
British 1st Airborne
(Command d6; Breakpoint = 7 AP)
1x HQ
1x Light Artillery (towed)
6x SMG Infantry
1x truck =21 AP
Morale – 9th and 10th SS = destroyed upon their 4th recoil
All other German elements = destroyed upon their 3rd recoil
9th SS Divison
(Command d6; out-of-command)
1x Infantry
1x PzIV (medium tank)
1x Armored Car = 6 AP
[rest of 9th SS arrives as reinforcements)
The German player deploys his elements where indicated on the map
The Allied player, then selects two landing zones for his airborne elements. The landing zones can be in any OPEN area marked as LZ on the map. He then announces which elements will land at each landing zone. No more than 5 elements may land at any one landing zone. The light artillery and the truck land as one element. On the first turn of the game, the Allied player rolls a direction die and a drift die for every airborne element, to determine their actual landing spot. (see special rules]. If the element lands in water it is placed adjacent to the water and marked as “disrupted”. If the element lands in woods or a Built Up Area it is marked as “disrupted”. “Disrupted” elements cannot move and are destroyed if bettered in fire or close combat. It costs 1 PIP to remove the disruption.
The FIRST time the German player rolls a “6” for his Command PIPs, the rest of support units of the 2nd SS Panzer Corps arrives at Entry Point ”G”; and the PanzerGrenadier elements of the 10SS Panzer Division arrives at Entry Point “B” or “C”. It costs one PIP to deploy each group on the table. The remaining 4 PIPs are available to command elements already on the table.
(command d4; Break Point = 2 AP)
1x HQ
1x Heavy Artillery (self-propelled)
1x PzIV tank (medium tank) = 4 AP
10th SS Panzer Division
(command d6; Break Point = 9 AP )
1x HQ
1x Heavy Weapons
3x Infantry = 8 AP
The SECOND time the German player rolls a “6” for his Command PIPs, the 9th SS Panzer Division arrives at Entry Point “E”; the rest of the 10th SS Division arrives at Entry Point “D” and the Kampfgruppen Von Tettau arrives at Entry Point “F”. It costs one PIP each to deploy these forces on the table. The remaining 3 PIPs are available to command elements already on the table.
(command d6; Break Point = 12 AP)
1x HQ
2x STG III ( medium tank)
1x Heavy Weapon
4x Infantry
1x Light Artillery (towed)
1x Heavy AT gun (towed)
4x half tracks
3x trucks = 30 AP
(rest of division already on table)
1x Panther Tank (heavy tank)
2x PzIV Tank (medium tank)
2x Infantry
1x Heavy AT gun (towed)
2x halftracks
1x truck = 18 AP
(command d4; Break Point = 3 AP)
1x HQ
1x Heavy Weapons
3x Infantry = 8 AP
The FIFTH time the German player rolls a “6” for Command PIPs, the Kampfgruppen Frunsberg arrives at Entry Point “F” It costs one PIP to deploy the KG Frunsberg on the table. The remaining 5 PIPs are available to command elements already on the table.
(Command d4; Break Point 3 AP)
1x HQ
1x Heavy Weapons
2x Infantry
1x halftrack
The SEVENTH time the German player rolls a “6” for Command PIPs, the Kampfgruppen Hohenstauffen arrives at Entry Point “D” It costs one PIP to deploy the KG Frunsberg on the table. The remaining 5 PIPs are available to command elements already on the table.
(command d4; Break Point = 3 AP)
1x HQ
1x Tiger Tank (Super-heavy tank)
1x Heavy Weapons
1x Infantry
2x trucks
The THIRD time the Allied player rolls a “6” for his Command PIPs, rest of the 1st Airborne Brigade may land at any one of the landing zones listed. It costs one PIP to land the Paratroop elements on the table. The remaining 5 PIPs are available to command airborne elements already on the table.
(rest of brigade already on table)
3x SMG Infantry
The SIXTH time the Allied player rolls a “6” for his Command PIPs, the Guard Division of the 30th Corps arrives at Entry Point “A”. It costs one PIP to deploy the Guard Division on the table. The remaining 5 PIPs are available to command airborne elements already on the table.
(command d8; Break Point = 15 AP)
1x HQ
3x Sherman tanks (medium tank)
3x Armoured Cars (light tank)
1x Heavy towed AT gun
1x Heavy weapons
6x Infantry
4x halftracks
4x trucks = 43 AP
The Allied Player wins if he can get 3 elements plus the HQ of the 30th Corps across the bridge and into Arnhem, by the end of the game. The German player wins if he prevents the Allied player from accomplishing his Victory Condition.
5. When airborne elements land roll a d6 for the direction of their drift. On a result of “1” or “6” the element land exactly on the landing zone (or adjacent if already occupied by a friendly element). On any other result the element will drift in the direction the “1” face of the die is facing. Roll another d6 to determine the number of inches the element drifts.
6. After turn 12, turn 24 and turn 36 stop play for night. All elements, from both sides, which are within 12” of their HQ recover one lost recoil, but never above their starting allowance of recoils. Play then resumes in the morning (turn 13 or turn 25 or turn 37)
7. When a force reaches its Break Point is losses roll a d6 to determine if the whole force surrenders and or routs. On a result of “1” the whole force is removed from the table. On any other result the force continues to fight. However, the elements in the force may not advance towards enemy they can see, for the rest of the game and they suffer a –1 in all close combat, for the rest of the game. Make this test at the end of either player’s bound when the force reaches its Break Point AND at the end of either player’s bound when it takes an additional casualty.
8. No elements, on either side are able to cross the river, except at bridges.
9. The 9th SS Panzer Division’s HQ does not start the game on the table. Until it arrives the elements of the 9th SSPz Div., on the table, are considered out of command.
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