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The bold plan called for the landing of , not one, but three airborne divisions behind enemy lines. The American 101st Airborne would capture the bridges over the Wilhelmina Canal at Eindhoven. The American 82nd Airborne would capture the bridge over the Maas at Nijmegen, 70 kilometers behind German lines. Finally, the British 1st Airbourne, supported by the Polish Parachute Brigade would seize the railway and road bridges across the Neder (lower Rhine) at Arnhem, a full 100 kilometers into German territory. Simultaneous, to these landings the British 30th Corps was to drive down the road connecting Eindhoven to Arnhem. Once across the Neder the 30th Corps, followed by Montgomery’s 2nd British Army would be free to exploit the open German plains.

Game length 36 turns [see Special Rules]; German sets up; first Allies move first
Morale - 101st Airborne = destroyed upon their 5th recoil
Guard Division = destroyed upon their 4th recoil
American 101st Airborne
(Command d6; Breakpoint = 7 AP)
1x HQ
2x Heavy Weapons
4x SMG Infantry
4x Infantry = 20
Morale – Kampfgruppen Schinner = destroyed upon their 3rd recoil
7th parachute Division = destroyed upon their 4th recoil
Kampfgruppen Bock = destroyed upon their 3rd recoil
Kampfgruppen Schinner
(Command d6; Break Point = 5 AP)
1x HQ
3x infantry
1x Heavy Weapons
[rest of KG Schinner arrives as reinforcements)
The German player deploys his elements anywhere on the table he desires. However, he must have at least one element deployed in Nijmegen and one element deployed in Grave.
The Allied player, then selects three landing zones for his airborne elements. The landing zones can be in any OPEN area on the table. He then announces which elements will land at each landing zone. No more than 4 elements may land at any one landing zone. 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 aspecial 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 distroyed 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 Kampfgruppen Schinner arrives at Entry Points ”B”, “C” or “D”. It costs one PIP to deploy the KG Schinner on the table. The remaining 5 PIPs are available to command elements already on the table.
[elements and HQ already on table, PLUS]
1x Heavy weapons
2x Infantry
The THIRD time the German player rolls a “6” for his Command PIPs, the Kampfgruppen Bock arrives at Entry Points ”B”, “C” or “D”.. It costs one PIP to deploy the KG Bock on the table. The remaining 5 PIPs are available to command elements already on the table.
(Command d4; Break Point = 2 AP)
1x HQ
1x PzIV (medium tank)
2x Infantry
The FOURTH time the German player rolls a “6” for Command PIPs, the 7th Parachute Division arrives at Entry Points ”B”, “C” or “D” It costs one PIP to deploy the Parachute Division on the table. The remaining 5 PIPs are available to command elements already on the table.
(Command d4; Break Point 2 AP)
1x HQ
1x Heavy Weapons
2x Infantry
The FOURTH 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 = 12 AP)
1x HQ
3x Sherman tanks (medium tank)
3x Armoured Cars (light tank)
1x Heavy towed AT gun
1x Heavy weapons
4x Infantry
3x halftracks
3x trucks = 34 AP
The Allied Player wins if he can get 3 elements plus the HQ of the 30th Corps off the table via entry point “E” by the end of the game. The German player wins if he prevents the Allied player from accomplishing his Victory Condition.
1. 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.
2. After turn 12, and turn 24 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)
3. 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.
4. No elements, on either side are able to cross the canal or the river, except at bridges.
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