ae mis
The Battle of Arnhem: September 17 - 25, 1944
CR a ered
division take on the toughest assign-
ment at the very point of the 60-mile
SOC eee em Cs
Garden. Montgomery said the opera-
Nees e ithe nit
STR e Rae ec igd
Pe coet cane Rarer cea
Allied intelligence had reported few
German units in the vicinity of
ee eR Ed
Panzer divisions and Field-Marshal
STRUT TCR Cm ay
Fireman’ were awaiting the British at
ela CMR MUM Cel)
PUM ESR CR nai cam ont
PEPER CRRA ulate alton
tion of individuals holding on’ awaiting
CO RUC eel Ba aaah
Another Squads & Leaders
compatible module from Critical Hit!
6-485
COT Le
es Arnhemi)
VARIANT RULES
1.Pilar 4.Third Bridge Campaign Game
2. Arnhem Terrain 5.The Counters.
3.78 Special Rul
1. PILLAR
EX: The north hese of exes T1S-TI8 are Pile
1.1 Pillar represents the supports of large bridges. Pillar isa terran tht,
like walls and hedges, is only physically present along hexsides. The
Pillar train is one level below the roadway or bridge Location, thus
cating two distnet train types inthe hex, such as bridge terrain at
level one and pillacopen ground at ground level,
1.2 MFIMP: Only Small and Very Small vehicles may cross a Pilla
Ihexside, These vehicles, Guns and all infantry cross Pillahexsidesasif
they were open ground hexsdes. All units may entra Pillar Location
via anon Pillar hexsie, and do 80 atthe costo the ater terrain in the
hex.
1.3 LOS/LOF: Pillar hexsides area 1 level LOS obstacle to all same-
level ie traced through them between Locations which are not both in
its hexrow if neither of them is claiming wall advantage on that pillar.
Same henrow fire receives a +1 LOS Hindrance if it eosse a pillar
hexside, or +2 TEM to a unit claiming wall advantage on that pillar.
(EX: fora Pillar enside tween heres 1S and T16, the pil block all ame
level LOS/TEM except between units whic are bth is howow T or where one
‘is ciing wall advange on that pill)
14 TEM: Pillar is *2 TEM to units claiming wall advantage on the
‘xsi that det fre crosses. This includes DFF vs. moving units that
at eligible for wall advantage. Al indirect fire vs. Pillar hexes wih an
intact overhead oad or bridge receives a-H4 DRM, in addition o any in
hex TEM. Indirect fire eitica its vs units therein are always treated as
1
LGA
Improbable His. Oherwis, ilar has no TEM (EXC: wit cling
Wal advange slong at ese Weed Weg hind wall
Entenhing 8 NA i under bie.
LSFLAMEBUAZE ilar ma ote inde or may Ble send
fot alogh te cr iar ten of i hex i) ny be aed
vor.
Lee DESTRUCTION: Pilar eases are desroyed bya HE AKA re
tah any combnaovor HE RIA rents spsealy tre sp
lar hexsde in any one or more phases totaling > 4 destroys that pillar
hexside, Pilla hexsides ths destroyed also destroy the overhead Loc
‘ions inthe adjacent two hexes. Place stone rubble in the ground Loca-
tion of those hexes, Make a side record of any KIA results vs, Pillars,
2. ARNHEM TERRAIN
MAP DEPICTIONS: As per B.1, many Arahem buildings ‘say’ across
the hexsides oftheir hex. This has no effect other than to deny Bypass
and LOS along such hexsides. Likewise, LOP/LOS to/from a building
‘may never be blocked by these stray’ parts they ae part oftheir own
‘building. Thus, LOS exis from hex BBA to each adjacent hex. The
pipe housing depicted (crossing BB14 from north to south), the paths
Around the motorway embankment (811, the dotted lines depicting the
ning alongside the motorway (TS-T11), and the trolley tracks (such as,
‘epicted in F10 to F13) are decorative - they have no effect on ply
Some Orchard hexes (EX: L10) have fewer than the usual four tee de
pictions. Knot part ofa building hex, (ee 2.72) these hexes are consid
«ered Open Ground forall purposes. Note thatthe train depicted in hex
YIS (and Y16, X16, et) i woods
GENERAL SPECIFICATIONS: All water hexes on map are part of the
Neder Rijn (the Lower Rhine). The Rijn is Deep with a Moderate eur.
rent flowing to the Wes. [tia level -1, The gray dock Locations along,
the river (EX: 022) ae also level 1. All other hexes have a base level
‘of 0, The crest ine hetween land locations and dock locations is considSS: The core of the German
counterattack against Frost
was from 10th SS, but added
to this were any troops found
in the area. Its safe to say
that these men were not
happy about being attached to
an SS unit, and their lack of
zeal in attacking the danger-
ous paras reflected that
cred High Wall 2.82) on'west of hex 221 (EX: 120
121). Eastof21 use crestline rales (B14), Allon
‘Shed buildings are stone except those few clearly
coloured brown (EX: U17). No sewers are in pay
Roads such as through hexes FF13-14 allow vehicles
to us the road though either hex
2.1 SINGLE-HEX TWO-STORY HOUSE: Treatall
buildings as 1 1/2-lvel LOS obstacles. Buildings
have both aground and level one Location and an
inherent stairwell [EXC: Wood buildings are always
‘round eve ony]
2.2 ROOFS: Although not a Factory, building S17
has a playable Rooftop Location
2.3 CELLARS: Allstone buildings EXC: Factories}
fn the TB map contain a Cellar level beneath thei
‘ground-level Location. This isnot considered anther
Location fr falling ubble[B24.12] or Blaze. Cellar
Locations are considered tobe a Fortified Building
Location witha TEM of +4, but cannot be Entered
except from the ground-level Location above. Only
Infantry and SW may setup in or enter a Cellar which
isshown by placing them under a Cellar counter. LOS
can be traced to/from a Cellar only to the ground:
level Location above. Ifthe ground level Location
abovea TB Cellars ruled, the appropriate Rubble
counters placed at ground level andthe TB Cellar
Location in that hex ceases o exist, eliminating any
units within,
The B2341 cellar rules apply to TB Cellars (EXC:
‘An AFV fills into a TB Celle on an Original col
‘red dr (of the Bog Check) of > 4. Ifthe rew sur
vives, it may atempt to Serounge the AFV and is
then placed in the Cellar Location instead of at ground
level, The AFV is eliminated and leaves no wreck,
Each Infantry unit already in that Cellar must take an
immediate NTC. If fails, make adr foreach SW
possessed, with adr 5-6 climinating the SW and adr
3-4 malfunetioning it]
2.4 ISLANDS/BOULEVARD-ORCHARD: Some
hexes (EX: D11) inthe marketplace have small open
round Islands depicted within ther, Likewise, road
hexes witha orchard strip down the centre(EX: H18)
are Boulevard-Orehird. Units may move along oF
across the Boulevard-Orchard or Bypass citer side
ofthe island using th road rate. In any eas, these
islands act s open ground for units aversing them,
Only shots directly down the hexrow are hindered,
*I per Boulevard-Orehard center dt crossed. (EX
G19 to 517 would be +2.) They have no other effet
on play.
25 SHEDS AND FACTORY PARTS: Hexes U2
‘V20, W21 and X21 are Shed
exes, snd are treated like a
‘wooden Single Story House
except for Rally purposes
(A10.61), and the hex may
not be OVR by vehicles. Ve
hices may’ enter 8 Shed hex
‘only via Bypass. The piles of
factory junk (EX: hex EE16)
are identical to Sheds except
units can fire mortars from
them.
2.6 SABELSPOORT: Hex
FI7 represents an ancient
2
tateway, with the gates permanently open. Any unit
may enter the hex through a road hexside at is road
‘movement rate, The ex ha level O and level | loc
tions. The road is equivalent toa 2.82 Narow Road
2.7 COMBINATION TERRAIN: Some TB hexes
‘eombine to of more tern pes
2.71 BUILDING-ROAD: Hexes such as MI2 have
‘both building anda road in the hex. Such buildings
are treated as pr 2.1 (sngle-hex two-story houses),
and the road isa 2.81 nartow-toad. A vehicle using
BM along these Narrow Road hessdes ean never
have its own hex within ts TCA. Trace LOS to nits
‘on the road to the centre dot of the hex. (EX: M12),
2.72 BUILDING-ORCHARD: The entry COT (be
fore any other modification) for orchard building is
2. MF/IMP plus normal building COT for vehicles
If otherwise allowed, units may bypas the building
portion ofthe hex using the orchard. TEM is accord-
{ing to building type, LOS through the orchard por-
jon ofthe hex uses normal orchard rules. Kindling/
‘Spreading Fire/Bombardment results for such a hex
sre determined using the building only, and EC DRM
do not apply to Kindlng. The hex’s Spreading Fire
Number is 9. EC DRM only apply t0 a Spreading
Fire DR if from outside the hex.
2.8 SPECIAL TERRAIN
2.81 NARROW ROADS: Nartow Ross are repre
Sentedon the TB mapby rad depictions that traverse
‘hat would normally be building hexes (EX: G4).
2.811 MOVEMENT: A unit using road movement
‘on these oads must stl follow standard bypass ules
(443, D2.3) ands always assumed tobe onthe oad
Within its hex. VBM along a Narrow Road cos 1
MP perhex and is permitted regardless of hexside-
to-obstacle clearance (D2.3). To be considered
using a Narow Road for VBM, a vehicle need only
move between exes that are clesry linked by the
road depiction using any legal VCA (providing, of
cours, the depicted Narrow Road bypasses the nec-
essary Side ofthe obstacle). Infantry Bypassing along
a Narrow Road pay normal Bypass MF costs, but
an still qualify for the MF road bonus (B3.4). A
‘nit moving alongacross a Nartow Road henside
cannot ener an obstacle atthe road MF rte and Das
ing and Routing arossalong a Narrow Road is NA.
2.812 MOVEMENT RESTRICTIONS: The follow
ing movement-telated restrictions apply on a Nat=
row Road:
28121 TCA: A trreted vehicle with a MA Caliber
Size of 2 75mm and a Barrel Length of ater thin
‘ean only be Non-Stopped on a Narrow Road if
its TCA matches its VCA or “rear” VCA
2.8122 TOWING: A vehicle towing a Gun or tailer
‘may use VBM along Narrow Road, However, such
‘Gun cannot be unhooked while in Bypass,
2.8123 (UN)LOADING: PRC may (unload (and
their possessed 76 or Simm MTR [10.1] may be
[unJhooked")fronvonto vehicle ona Narrow Road
intofrom eitherboth of the ground-level Locations
adjacent otha hexside.
2.813 ATTACK EFFECTS: Apply the following
‘eases to attacks bys. ire/targtin Narrow Road
Bypass.
2BL4.CC: Vehicles ona Narrow Ros are subject 19Stet Fighting(ALI.8) when atacked in CC (includ
ing CC Reaction Fire) ifthe atacker occupies the
ground level of «building in @ hex adjacent to that
Narrow Road hexside. Apply a +1 DRM to all CC
CMG attacks made by a vehicle in CC/Melee on a
aro Road
EX: A CE yehice begining in motion in hex A19 (VA
BBINID) spends MP to move log the Narow Rood 0
BLK, bypusing the BI side ofthe ising then | MP
tore to move to C18 with he same WCA, then another 1
IMP to move to DI7, 1 MP EI hen MP to stop in
Satna Bypos on the E16 side ofthe E17 bung or
sol of SM
The same CE vehicle begining in maton onthe od in
6 (CAFP Cs-Ds-De) spends | MP to move to De, then
turns to CAFP D6-ES-E7 fr | MP, ten moves o 1 nd
FS fort MP cach tune to CAFP FSGS-G6 then aes Fe
F4GHGS, then ily moves int Fa, Gt fr I more MP
cach al of 9MP)
2.815 RUBBLE: Iplayers place rubble either hex
‘djacent tothe narrow ro, any units in bypass along
that hex ae treated ashitby falling rubble (B24.121,
2282 HIGH WALLS: Wall detailed with small black
‘squares are High Walls, including the vertex. They
area | level LOSILOF obstacle. They canbe breached
si Factory Interior Wall (TB 2842). Infantry can
‘ros High Walls at 2MF + COT. Only flly-tacked
vehicles may cross High Walls, and only through a
ich. They ar otherwise identical to Walls. (EX:
Z10-AAI0 hexside; Z10 has no LOS to AAI2),
2.83 STEEPLE: A building hex witha white cross
(EX: 12) indicates «church with a Steeple Location
inbex. This is an additonal Location, with an inher.
cnt stairwell leading to it fom ground level, above
‘what would otherwise be that hex highest build
Location. A Steeple Location is otherwise treated as
normal building Location [EXC: cannot be Fort
fied, no Rooftop Location, +1 dm fr stone rubble
(823.11) is NA], Each building Location inthe hex
under the Steeple is a normal building Location
2.831 STACKING: A Steeple Location has «normal
stacking limit (AS.1) of one HSiequivalent. A Gun
‘may not setup inlente a Steeple Location
2.84 FACTORIES: Only buildings with roads enter-
ing them (EX: B19) and the Trolley Howse (G69)
are Factories, No others are Factories, Normal Fac-
tory rules (823.74, 05, 0.4) apply 0 all TB Facto-
2441 VEHICULAR ENTRANCE: A non-rubbled
TB Factory Location wit road entering tis treated
asa Vehicular Entrance (B23.742) (EX: CC8).
2.842 INTERIOR WALLS: Black bars covering
hhesides inside TB Factories represent walls much
like Rowhouses(B23.71). The extend from the Base
Level to level 1 1/2
2.8421 LOS: The black-bar depiction and the actual
hexside inside the building depiction represents the
ieror Wall. This depiction blocks all LOS along
und tough it (EXC: Breach, 2.8523; if Rubble,
2.8822 MOVEMENT: A ground-level unit may
‘moverouvadvance/Withdraw-from-Melee across an
Interior Wall ony iit uses Bypass (823.71).
2.8423 BREACH: An laterior Wall may be Breached
bya DC as per 823.711,
2.843 ROOFTOPS: Al factory rooftops ae playable
and are accesible from any non-interior factory hex.
2.85 CATHEDRAL: The A10 building represent the
"Eusebius Cathedral and as limited access and Loce-
2.81 ENTRANCES: The Catedral may only be
‘entered va the black bar doorways in hexes AS, B7
‘and C9. Al other exterior walls ae teated a back-
bar Rowhouse hessides (223.71),
2.882 LEVELS & STEEPLE: The Eusebius cathe
‘ral has only a level 0 ground level and a level 5
steeple. It costs 4 MF to climb tidescend from the
steepleiground level, whieh is made asa single ex
penditure in all phases. There is no LOS to units
climbing to“dscending from the steeple. The steeple
has a normal one HSlequivalent capacity.
2.953 TEM/LOS/MOVEMENT: The cathedral is
treated asa Factory for TEM, LOS and movement
purposes.
2.86 GUTTED BUILDINGS: A Gutted Building is
one destroyed by a Blaze during previous action and
cannot be created during play. Wooden buildings be-
come Rubble and ae never Guted. Gutted Build-
ings ar only created during the RePh ofthe CG or
by FSR. Such buildings are represented by Gutted
markers placed in any hex of the building. Gutted
buildings are still concealment, Ambush and Rally
2.861 LOCATIONS AND TEM: A Gusted building
has only a ground level Location, which is consi
cred rubble within the builing depiction only, thus
allowing Bypass as ia normal building.
2.4862 FLAME/BLAZE/KINDLING: Guted build-
ings cannot be Kindled nor are they Burable Ter-
22863 HEIGHT: A Gatted Building retains its origi-
‘nal height for LOS purposes (unless rubble the
walls ae sil sanding),
2.864 ROOFLESS: A Gutted building or Factory
Location isa Roofless Location.
2.87 MOTORWAY BRIDGE: HexesT3 through T25
‘comprise the motorway (highway) ramp and bridge
at Amor, These roadway hexes are subject o se¥-
ral special rules and restrictions
2.871 LOCATIONS: Hexes T3 through TI have
road Locations only; T14is Bridge/Paved Road; TIS.
TI8 are Bridge’PillaOpen Ground; T19 is Bridge
‘Open Ground (Narrow Road); T20 is Bridge!Open
Ground (Narrow Road) anda eres line dropping to
the docks; T21-72S are Bridge/River. All bridge
hexes are Subject Bridge (B6. rules. $19 as only
the building locations = itean be Bypassed except on
itstwo south and southwest hexsides. U18, UI9 and
S18 are Open Ground. The level one bridge location
lof TI isaccesible from five Locations the pillbox,
T17, T19 and the two Exposed Staircase Locations
2.872 DESTRUCTION: The motorway Locations of
these exes are not subject to shellholes by Bom-
‘bardment or ordnance and cannot be destroyed [EXC
1.6 Pillar Destruction]
2.873 BOULEVARD: All road Locations of T3
‘trough T2S are considered tobe two lane road sub-
{ect to the Ranway/Boulevard (B7.) rules for indi-
‘rector direct Fie originating from the same orhigher
3
OBA: Players may initially be
isappointed and confused by
the lack of OBA. In fact, the
Germans used a great many
duns in their efforts to wipe
ut the British in Arnhem, but
largely in “stonks” throughout
the Brtsh zone rather than in
pointed attacks on specific
positions. Thus, the OBA,
though heavy, was largely in-
discriminate, and is best rep
resented by Bombardment.
‘Narrow Road in hex G4Steeple in hex L2
BRITISH RADIO CONTACT:
(One of the largest command
disappointments of the Mar-
ket Garden operation was the
difficulty of communication
between the participating
Units. Indeed, the tst Airborne
Division was only occasion-
ally in contact with London,
land the connection between
Frost's force trapped at the
bridge and Urquhart’s main
force outside the city was
‘tenuous (based largely on the
arllery radio network).
levation, Units may only extthe motorway on/north
‘of TI2. In addition, there is no added MP expense
forthe first wreck in any hexrow T motorway hex
(EX: subtract one from the number of wrecks in any
such hex. foe the total MP cost)
2.874 HEIGHT: Hexes $10-S14, T5-19 and ULL
Uld are equivalentto Hillock hxes (F6). Hexes T10
through 725 ar ll level I road or bridge hexes, as
depicted. Hexes 3 to 25 present a continuous slope
with no LOS hindrance or block
2.875 EXPOSED STAIRCASES: The stirases de-
Picted on either side of the bridge by hex TIS link
the ground level wit the level 1 roadway. The entry
forthe west staircase is atthe hase level of hex S19:
forthe east staircase atthe base level of UI9, Only
infantry may use a staircase, Both exit at hex TIS,
28751 MF/MP: To climb the stairs, unit must en-
ter the ground evel of $19 or Ul9, spend 1 MF to
enter the stair Location, then another MF to exit the
Stair Location at T18. To descend, a unit must beg
inthe level | location of TIS and reverse the ro-
cess, Use an On Sais counter to denote aunit which
hs stopped on the stair Location. Ex: A squad in
‘S20 moves to S19 (open ground) for 1 ME tothe
sta location for 1 MF to TIS (road Location) for 1
MF.
28752 BLACK BAR: The stsireases themselves ex-
tend the (u-breachable black bar along the TIS/T19
Ihexsde to block LOSimovement between S19/T18
and UIOTIB,
2.8753 LOS/LOCATION: For LOS purposes, units
‘om the East staircase are considered at level 1/2 0n
the UIS/UI9/TI8 vertex. Units onthe West are con
sidered at level 1/2 a the SI8/SI9/TI vertex.
2.8754 TEM: Unis on an exposed staircase receive
{+1 TEM [EXC: +2 vs. OBA/Bombardment, 0TEM
vs level | ADJACENT units}
28755 STACKING: There is a stacking limit of 2
‘squads/equivalents (plus any SWISMC stacked with
them) per staircase. The staircases may be used si:
rultaneously by a moving stack, but may never be
overstacked beyond 3 squadiequivalents plus SW
SMC. A unit pinned or broken while climbing de
scending a saitcase i placed in the stairs Location
‘nd marked with an On Stairs counter.
2.8756 CC: Units on an exposed staircase may be
‘engaged in CC by units in any adjacent location, but
‘may not useibe attacked with HtH CC
22876 PILLBOX’: There isa special Location at level
‘one atthe vertex of hexes $18, $19, and TIS. Is
treated asa I-44 pillbox with a 360 degree LOS, but
‘only tft Locations at level 1 or higher [EXC
‘units inthe pillbox can ire down the continuous slope
‘of hexrow T to T3]. Use 1-3-5 pillbox counter to
indicate any wnit IN the pillbox. t may be attacked
in non-HtHl CC by any unit in TIS. Otherwise, all
attacks vs, this Location are treated as ifat range of
‘one hex. The depiction ofthe pillbox (the square at
the east edge of S19) sa level I 1/2 LOS Obstacle
28761 SPECIAL ELIMINATION: In addition to
‘normal attack effects vs. the pillbox, any FT attack
‘against it with an Original DR of 8-11 result a the
elimination ofthe pillbox and all contents and the
‘creation of Blaze in hex T19 at level I. This Blaze
tums out during the RePh afte this firefight with no
4
effect (eno Rubble)
3. THIRD BRIDGE SPECIAL RULES
The following TB rules ate in effect during all
Firefights onthe TB map; those marked with a are
only in effet forthe Campaign Game orby Firefight
Special Rule
TBL. BUILDINGS & CONTROL: Location Con
tool is defined as being the las side to 1) to have
solely oecupod the Location witha good order MMC
‘or 2) have Mopped Up the Location or 3) to have
Searched the Location and found it empty. Control
‘sonly defined per this SR. Remember that each hex
‘of a Rowhouse building is considered a sepa-
sate building for Mopping Up (and Rout).
"Tm, BRITISH UNIT SPECIAL CAPABILITIES:
All British infantry are Stealthy and all elite MMC
fare considered to have an underscored morale. All
‘on-prisoner British MMC are Fanatic as per A10.8,
‘except that a Fanatic Bish MMC will surender via
the RtPh method. All British infant may roll for
‘TAS Gammon Bombs, All British 45.8 and 6-48
squads are considered to have WP grenades as per
|A243, All British depletion numbers are raised by
‘one per C8.2unil Ammo Shortage comes ino effct
for that unittweapon. British units are exempt from
the lowering of morale due to encirclement (77)
All other provisions of A7-7 ar in effet, however
The British side always has Booby Trap Level C,
whichis only in play for building hexes thatthe Brit
fish Controlled at ireight star.
BS, SS: All German crews, SMC, 6-5-8 and 5-4-8
and thee halsquads ate considered to be SS and
follow the SS ELR listing in the Firefight Char All
‘other Personnel use the non-SS ELR. All SS units
fare considered Elite as per C82 until Ammo Short:
‘age comes ino effet fo that univ Weapon.
‘TBS, SURRENDER AND MASSACRE: F.5 is in
fect all surrenders must be accepted. No nits i
‘luding SS, may commit a massacre during any TS
Firefight
"TBS, AMBUSH AND HAND TO HAND: Rubble
and Gutted Locations ae eligible for Ambush. Hilt
‘CC may be declared by unpinned units of either side
[EXC: the Germans must ave a SMC partiipaing
in the attack to declare HAL]
"TH6, GERMAN PF: For each Firefight, the number
of PF initially avilable tothe German side is equal
to one-third the number of German squads set up
‘on-map (FRD). During play, the number of ava
able PF is immediatly increased by 1 for every three
such squads (FRD) entering the map.
BT. CONCEALMENT: All unis of both sides set-
ting up in concealment trai o entrenchments may
‘setup concealed. In addition, the ID of each British
unit possessing a PLAT or radio may be recorded on
‘side record and the PIATiradio counter left off
‘map unt iis used, transferred or unpossssed
‘TRS. GAMMON BOMBS: All British infantry are
sipped with Gammon Bombs a an Inherent SW.
Use ofthis requires & Gammon Bomb check di $4
(SICX/Crew receives a+ drm; SMC +2 dem: vs
Infantry +1) made prior to any MF expenditure
ceded for placement. A Gammon Bomb is treated
a8 DC (EXC: 16 FP, TK# of 10 vs. AFV; may nothe used as a Set DC; 36 FP for Breaching). A
Gammon Bom may also be used in CC against 8
vehicle and is treated exactly as an ATMM for all
purposes (EXC: Gammon Bomb check dr apply for
sage), Whether used as a DC or during CC as an
[ATMM the colored dei used as anatackon the"
column of the IFT/MFT against the unit using the
Gammon Bomb, The British may use a number of
Gammon Bombs ina firefight equal tothe number
‘of British squads/equivalens that begin the firefight
“TBS, AMMO SHORTAGE®: The British may suf-
fer fiom two levels of Ammo Shortage. During CG
Fircfights 4-5 (regardless of CG date), the British
suffer from Ammo Shortage (A19.131), including a
+ toall smoke attempts and Gammon Bomb checks
During CG Firefights 6-11, the British sufer from
‘Severe Ammo Shortage. Severe Ammo Shortage re-
places al aspects of A19.131 with he following val
ues: no special ammo;-2 to MMC smoke values all
XWB are 2; PBF/TPBF are I Sx/2x (FRD) not 2x
3x; unitshave no Assault Fire; +3 to Gammon Bomb
checks; CC values reduced by one foreach uit Unit
Reduction ogeurs as per Ammo Shortage, but on &
DR of 2 11, ELR is reduced by one (beyond what is
shown on the CG Chat.
Under Severe Ammo Shortage, British unit values
are as follows
vst FP PBF TPR
oe 6 8
a4 os
*TB10, ORCHARD DESTRUCTION: In all
frefghts where Severe Ammo Shortage would nor-
mally be in effect (CG firefights 7-11) or by SR in
non-CG fireights, all Orchard hexes are considered
Out of Season (B42),
‘YBLL, MOUSEHOLES: British units may create
“Mouseholes during the RePh, These ae identical to
Breach (EXC: Created Mouscholes may be marked
‘with a counter on the map or noted as HIP on a side
record) and may be used vs. Rowhouss, High Walls
‘or Factory interior walls. HIP Mouseholes are re-
vealed only if an enemy unit oveupies one of the
Locations ADJACENT tothe Mouschole. Mult-Lo-
cation Firegroups may be formed across a Mousebole.
‘TBI2. SNIPER: Each side may place two sniper
‘counters on map during setup for each CG Firefight
[EXC: Initial Firefight), The counters must be et up
atleast 12 hexes apart. Use Random Selection de
termine the affected Sniper counter when SAN is
setivated, but resolve al tis
‘*TBI3, MMC SELF RALLY: Two MMC may at
tempt self rally during each player's own RPh
(A10.83, RB CGI7) [EXC: Initial Firefight)
*TBI4. OBA AND BOMBARDMENT: Whenever
‘the German player receives a Bombardment (C18),
modify the Bombardment rules as follows: Ienore
(CLI. Before all setup the German defines arctan
gular area, using hex grain and modified hex grain
only, having a combined length and width of 212
AND 526 (EX: 8x8, 13x 13, 15 11, et), Each
hex defining, and inside, this rectangular ara is at
tacked by the Bombardment, In addition, a de must
tbe made foreach hex adjacent to the defined area,
Ona drof $3, that hex is affected also
Fit, make the hex/terrain effects DR; a third die
is rolled along with the effets DR. If the third die is
446, the attack on that hex is negated, and no
Location(s) therein suffer any effets. Ifthe third die
is a1, Flame may be created as fllows (ignore
normal Bombardment flames): During fretghtson/
before September 19 PM, a Flame is placed in the
hex if the Bombardment DR is 29 wafer Septem-
ber 19 Night ifthe DR is 2 7.
aig Bombardment MC Rese
DR Stone ‘Wood
10 creates Shellboles inthe Lacs
tion (EXC: all Seliboles created on the TB map for
any reason are Bog train.) Fora road or dock-only
hex only place Shellhoes on a DR 2 12.)
“The instant Location is rubbld by the Bombard
‘ment, but before any Falling Rubble is determined,
‘ny Personnel in an affected Location may ake a TC
(vith Leadership modifiers) to escape that Location.
‘Any Personnel (and any SW/SMC they posses) that
pass the TC may Advance to any non-enemy-con-
trolled ADJACENT Location tht was ot itself just,
rubbed. Guted buildings that suffer rubble results
‘become rubble with falling rubble possible. A unit
may only take one such TC per Bombardment
EX faa ste buldngs Bombardment DR is>10, hee
is Falling Ruble (524.12) on a subsequent DR with co
cred 6
‘Next ll Personnel units, Vulnerable PRC and Equip-
sent nt inthe spared exes take their C1.82/1.821
2MCINMC. Hidden’concealed Personnel that break
‘or Pin are immediatly revealed regardless of enemy
LOS eliminating Dummies) Units keep their HIP if
they pass
*TBIS, MAP EXIT & FME: Germans units may exit
via their FME as usual (south, est and north, except
asnoted fr Fiefghts one and two). Any British unit
that exits the map during ply i eliminated, a the
Bish have no FME” (also as noted for Firefights
one and two),
**TBI6, 76 MTR OBA: A British radio which isnot
being used to direct OBA in the current firefight may
be used for spotting onsmap British 76* mortars as
{quasiOBA, This option is only available i> 3 adja-
‘cent mortars f this tye are participating in his fie.
Participating mortars are
‘marked with TI counter but
‘may retain concealment a
cording to A12.34 when ra
io contact e made aod may
takeno othe ction. The spot-
ter with the radio need not be
aujacentto the MTR beng d-
ted, but otherwise is under
the restctons of Spotted Fire
(€9.3), Radio contact must be
‘made (with a-2 dem foe main-
taining contact) and the Bat
tery Access draw pile is $
black, and 2 red. Red draws I
GRABNER’S CHARGE: Of
course he gets blown away!
We highly recommend that
you watch A Bridge Too Far
immediately prior to playing
the second Firefight, just to
get in the right mood for
Grabner's charge of the light
(armoured) brigade.
‘Building BBI9 isa FactoryGuted and 1/2" Burnt Out
Wreck Markers are
‘provided in TB
FME: Practically speaking,
the elements of tst Parachute
Brigade that took the Amhem.
bridge were surrounded be-
fore they had even completed
setting up a perimeter. Very
fow men safely entered or left
this perimeter once it was es-
tablished, as the entire area
‘outside itwas thoroughly con-
trolled by the Germans from
the first night. Thus the Brit-
ish have no Friendly Map
Edge.
are always replaced in the ple and have no effect on
future attempfs. Otherwise, this is treated as British
‘mm OBA ater”
4. THIRD BRIDGE CAMPAIGN GAME
4.1 INTRODUCTION: The Third Bridge Campaign
Game brings the high pot of the British Operation
“Market Garden” of September 1944 to players
through a series of short, high-intensity Firefights
played out om the terain surrounding the famous
‘Ambem road bridge. The Firefights give players the
tactical control t play out the German attempt to re-
take the bridge from the British Paratrooper ofthe
Ist Airborne Divison before the Allied advance an
Tink up withthe British defenders. There are three
Firefight “dates” per “day” fora toa of 11 potential
Firefghts before one side or the other achieves its
victory conditions. This campaign game uses only
certain portions ofthe Platoon Leader 2 ruleset, 38
180 TVP.
Major British Victory: The
convay never exits or the Brit
ish eam > 200 TVP.
44 TB Campaign Game Initial Firefight: TAK
ING THE PRIZE
(Of all the objectives of Operation Market Garden,
there was only one of strategic importance: the
motorway bridge spanning the Rhine at Amer
[Assigned to take and hold this bridge until relieved
‘was Urgubart’s British Ist Airborne Division. How
ever, this part of Market Garden featured the most
regrettable planning and was also the most star
crossed from the beginning, with difficulties a ev-
fy level. Had weather delayed al ils ater the
first, the British commanders aeted with apalling
slowness, and remnants of two SS divisions stood
close to the dropping zones where they were re-fit-
ting. Worst of all, th terrible ar plan dropped the
Red Devils severl miles from their objectives, in
‘Ammhem; situation which allowed the limited Ger-
‘man troops o block al but one battalion from push-
ing into the city. Stil, evening of 17 September saw
the men of Colonel Frost’ 2nd Battalion, The ars
‘chute Regiment and several ther units ofthe Ist Air
‘bome Brigade slip through tightening an-landing
defence to move to fake the north end ofthe vital
brides
441 CHANGES TO PLATOON LEADER: Only the
following PL-CG Special Rules are in effect;
a2 FiREFIGHT END
(CG 5 TERRAIN CHANGES
(CG 7 NON-ENTERING REINFORCEMENTS,
6G 8 MAP EXIT
(CG 10 CONCEALMENT.
(CG 11 MISCELLANEOUS
(CG 13 OPTIONAL WEAPONSICAPABILITIES,
In addition, the following Firefight and CG Special
Rules show all ofthe PL rules that are in effet, in
‘order. No other PL rules sections ae wed
442 INITIAL FIREFIGHT SPECIAL RULES
The following FSR apply only to the 17 September
Initial Firefight, Follow the complete CG sequence
listed under Third Bridge CG Special Rules fortheis
and all other TB CG freight.
44421 FIREFIGHT TYPE: This isa Night Firefight,
‘sdefined by El. Iiial NVR is 3, with Clear weather
‘The British are the Scenario Attacker, the Germans
the Scenario Defender, but both sides are subject to
‘other limits, a std in their OB, The freight can-
rot end on Turn 5. Neither side uses an tack Op-
tion (Players wishing to avoid starting withthis short
Night seenario may instead begin withthe 4.52 A
temative CG.)
4422 CONTROL: All Locations are considered
Uncontrolled at start (EXC: German-oocupied Lo
cations). The Germans may not place Control Mak
ers during Initial Fteight; they will only Conteot
those Locations they occupy at Firefight End.
4423 SETUP: German sets up first. Only the Now
and South map edges are considered FME for the
Germans. The FME for the British i the west. The
British move frst, The British sniper counter isnot
placed unl the RPh of British Turn 3
4424 REDEPLOYMENT: Duting Redeployment
following this firefight, units ofboth sides may re-
deploy any distance within each oftheir MLR.