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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 Arnhem i) 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 consid SS: 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 19 Stet 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 G4 Steeple 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 not he 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 Factory Guted 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.

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