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  • Nijmegen, 1944

    A Flames of War Mega-Game Scenario

    It could be reasonably said that the success or failure of Operation Market Garden

    hinged on the events in the Dutch city of Nijmegen during September of 1944. No more

    desperate fighting during the whole campaign eclipsed that in and around Nijmegen, as

    the Allied forces sought to gain control of one of the key bridges over the River Waal,

    while German forces fought desperately to hold the city and to retake the commanding

    Grossbeek Heights to its east.

    This scenario allows a large table to accommodate a scaled down version of the fateful

    clashes during the battle for Nijmegen. It provides a unique opportunity to field elite

    American paratroopers on both offense and defense, along with varieties of Guards

    troops from XXX Corps, against a mix of German 2nd rate troops, backed up by solid SS

    and Fallschirmjager units.

    Special Terrain rules:

    Bridges both of the key bridges had elevated approach ramps that made them

    excellent observation areas, but exposed any troops using them to fire from all

    directions. Bridge areas area visible to any stand within city terrain and within 36

    of the bridge (and vice versa).

    Parks several parks were located near the key bridges in Nijmegen and played a

    significant role in the fighting there. Parks are open areas but units in a park area

    may only see or be seen within 18. Troops may dig in as normal in park areas.

    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.

    Railroad Nijmegen was a major rail center and the railway line and bridge was a

    significant obstacle. Railways provide bulletproof cover and concealment for any

    fire crossing the rail line. Entering, leaving or crossing a rail line requires a bog

    check for any vehicles.

    River Waal the River Waal was very wide and deep and presented a significant

    obstacle. It is impassable except over bridges and may only be crossed using the

    Flames of War River Crossing rules (from the Firestorm book). The north side of

    the river was bordered by a tall dike, which blocks line of sight unless a stand is

    adjacent to its crest and provides concealment to stands at the crest.

    Traffic Circles these were large open areas where the Nijmegen ring road

    (Oranje Single) had a major junction. They are treated as open ground; a single

    platoon of no more than 5 stands may dig in in the center of the circle.

    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.

    Fort Hof van Holland located behind the river dike, this small old fort had a

    moat was used as a defense bastion by the German forces on the north bank of

    the Waal. It is represented by 2 flak nest bunkers.

  • Deployment:

    The German forces listed as on the table are deployed first, followed by the Allied forces.

    The Allies take the first turn.

    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.

    Map:

    FOW Mega-Game

    Battle for Nijmegan Sept, 1944

    Dike

    Objective

    BuildingsBridge

    Park

    1 Entry AreaHill

    Railroad

    Mook

    Wyler

    Beek

    River Waal

    Nijmegen

    Forest

    Grossbeek

    Heights

    Devils Hill

    2 3

    4

    1

    E

    A B

    C

    Post Office

    City

    Terrain

    Valkhof

    Kro

    nenb

    erge

    r

    Par

    k

    Hunner

    Park

    Traffic

    Circle

    Power Station

    Fort Hof van Holland

    D

    River Waal

    Harbor

    Basin

  • Forces - German:

    KG Becker (Remnants 3rd

    Fallschirmjager Division)

    Rating: KG Becker units are rated as Fearless Trained except as specified in the list

    Core List: KG Becker list from Hells Highway (only options for 3rd

    FJ Division)

    Points: 1500

    Added units: none

    Prohibited units: none

    Deployment: enters the game on turn 1 anywhere within 12 of entry area C.

    [KG Becker] _______________________________________________________________________

    KG Herman (Remnants 5th

    Fallschirmjager Division)

    Rating: KG Herman units are rated as Fearless Trained except as specified in the list

    Core List: KG Becker list from Hells Highway (only options for 3rd

    FJ Division)

    Points: 1500

    Added units: none

    Prohibited units: none

    Deployment: starts the game deployed anywhere within 24 of entry area D

    [KG Herman] _______________________________________________________________________

    KG Greschick (406th

    Reserve Division)

    Rating: KG Greschick 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: 1500

    Added units: none

    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: starts the game deployed anywhere south of Wyler and within 12 of entry area D

    [KG Greschick] _______________________________________________________________________

  • KG Henke (Fallschirmjager Training Regiment Henke plus Rear Area Troops)

    Rating: KG Henke units are rated as Fearless Trained except as specified in the list

    Core List: KG Becker list from Hells Highway (only options for 3rd

    FJ Division)

    Points: 1500

    Added units: receives two free platoons of Police and Bridge Guards each a Command rifle team and

    4 rifle teams, rated as reluctant trained; and 1 free Luftwaffe Light AA platoon of 2x 2cm teams and a

    command rifle team, reluctant trained, deployed at either or both traffic circles; 1 observer rifle team

    for off table fire support

    Fire Support: 1 off table battery with 6x 10.5cm teams, rated veteran.

    Prohibited units: may not field Fallshirmjager Assault Gun platoons

    Deployment: anywhere within Nijmegen from the post office west and no more than 24 from the

    north board edge. Stands deployed in Kronenberger Park begin the game in prepared positions. May

    deploy 2 MG Tobruks, up to 12 of trench line, 2 barbed wire and 1 AT obstacle at deployment in any

    open area

    [KG Henke] _______________________________________________________________________

    KG Euling (10th

    SS Panzer Division Frundsberg)

    Rating: 10th

    SS Panzer Division units are rated Fearless Veteran except as specified in the list

    Core List: Panzergrenadierkompanie - pdf briefing for 1/9/10th

    SS Panzer Divisions located on the FOW

    website (only options designated for 10th

    SS Panzer)

    Points: 1500

    Added units: receives a free platoon of 4 JgdPz IV tank hunters; 2 observer rifle teams for off table fire

    support

    Fire Support: 2 off table batteries, 1 with 4x 10.5cm teams and 1 with 3x 15cm teams, rated veteran.

    Prohibited units: may not field Heavy SS Tank, SS Panzer or Heavy Tank-Hunter platoons; or

    fortifications other than those specified

    Deployment: anywhere within Nijmegen east of the post office and no more than 24 from the north

    board edge. Stands deployed in the Valkhof or Hunner Park begin the game in prepared positions.

    May deploy 2 MG Tobruks, up to 24 of trench line, 3 barbed wire and 1 AT obstacle at deployment in

    any open area

    [KG Euling] _______________________________________________________________________

  • River Defenses (Rear Area Troops)

    Rating: River Defense 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: 900

    Added units: receives two free platoons of Police and Bridge Guards each a Command rifle team and

    4 rifle teams, rated as reluctant trained

    Prohibited units: no general support platoons - may only field combat, weapons and regimental

    support platoons

    Deployment: anywhere north of the Waal River. Stands begin the game in prepared positions. Control

    2 FlaK Nests at Fort Hof van Holland

    [River Defenses] _______________________________________________________________________

    Forces - Allied:

    1/508th

    Parachute Infantry Regiment (US 82nd

    Airborne Division)

    Rating: 82nd

    Airborne units are rated as Fearless Veteran except as specified in the list

    Core List: Parachute Rifle Company list from Hells Highway (only options designated for 82nd

    )

    Points: 1500

    Added units: none

    Prohibited units: no British support platoons may be fielded

    Deployment: start on table, deployed anywhere within 18 of Beek. Stands begin the game in

    prepared positions.

    [1/508th] _______________________________________________________________________

    1/505th

    Parachute Infantry Regiment (US 82nd

    Airborne Division)

    Rating: 82nd

    Airborne units are rated as Fearless Veteran except as specified in the list

    Core List: Parachute Rifle Company list from Hells Highway (only options designated for 82nd

    )

    Points: 1500

    Added units: 1 observer rifle team for off table fire support

    Fire Support: 1 off table battery with 6x M3 105mm teams, rated veteran.

    Prohibited units: no British support platoons may be fielded

    Deployment: start on table, deployed anywhere within 12 of the Grossbeek Heights. Stands begin the

    game in prepared positions.

    [1/505h] _______________________________________________________________________

  • 2/505th

    Parachute Infantry Regiment (US 82nd

    Airborne Division)

    Rating: 82nd

    Airborne units are rated as Fearless Veteran except as specified in the list

    Core List: Parachute Rifle Company list from Hells Highway (only options designated for 82nd

    )

    Points: 1500

    Added units: none

    Prohibited units: no British support platoons may be fielded

    Deployment: start on table, deployed anywhere in Nijmegen west of entry point 2 and within 12 of

    the south board edge.

    [2/505h] _______________________________________________________________________

    3/505th

    Parachute Infantry Regiment (US 82nd

    Airborne Division)

    Rating: 82nd

    Airborne units are rated as Fearless Veteran except as specified in the list

    Core List: Parachute Rifle Company list from Hells Highway (only options designated for 82nd

    )

    Points: 1500

    Added units: none

    Prohibited units: no British support platoons may be fielded

    Deployment: start on table, deployed anywhere in Nijmegen east of entry point 2 and within 12 of

    the south board edge.

    [3/505h] _______________________________________________________________________

    3/504th

    Parachute Infantry Regiment (US 82nd

    Airborne Division)

    Rating: 82nd

    Airborne units are rated as Fearless Veteran except as specified in the list

    Core List: Parachute Rifle Company list from Hells Highway (only options designated for 82nd

    )

    Points: 1500

    Added units: receive Major Julian Cook and 1 extra Airborne Engineer Platoon for no cost; special

    Typhoon strike (see below)

    Prohibited units: none

    Deployment: start on table, deployed anywhere within 12 of the Grossbeek Heights. Stands begin the

    game in prepared positions.

    [3/504h] _______________________________________________________________________

  • Irish Guards (UK Guards Armored Division)

    Rating: Guards Armored units are rated as Confident Veteran except as specified in the list

    Core List: Guards Armored Squadron or Guards Rifle Company list from Hells Highway (only options

    designated for Irish Guards battlegroup)

    Points: 1500

    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: 1 off table battery with 8x 25-pdr teams, rated veteran.

    Prohibited units: none

    Deployment: enters the game on turn 2 anywhere within 12 of entry area 1.

    [Irish Guards] _______________________________________________________________________

    Grenadier Guards (UK Guards Armored Division)

    Rating: Guards Armored units are rated as Confident Veteran except as specified in the list

    Core List: Guards Armored Squadron list from Hells Highway

    Points: 1500

    Added units: 2 observer rifle teams for off table fire support

    Fire Support: 1 off table battery with 8x 25-pdr teams and one with 8x 5.5 teams, rated veteran.

    Prohibited units: none

    Deployment: enters the game on turn 2 anywhere within 12 of entry area 3.

    [Grenadier Guards] _______________________________________________________________________

    Coldstream Guards (UK Guards Armored Division)

    Rating: Guards Armored units are rated as Confident Veteran except as specified in the list

    Core List: Guards Armored Squadron list from Hells Highway

    Points: 1500

    Added units: none

    Prohibited units: none

    Deployment: enters the game on turn 3 anywhere within 12 of entry area 2 or 4.

    [Coldstream Guards] _______________________________________________________________________

  • 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.

    No player may purchase air support for the battle. Instead, each turn the CiC for each

    side rolls a d6. Subtract the German die roll from the Allied die roll and compare the

    results on the table below:

    Differential Outcome

    -2 or less German force receives 1x 1 plane air strike

    -1 to +1 No air support for either side

    +2 or more Allied CiC receives 1x air strike

    River Crossing once per game the commander of the 3/504th may call in a Typhoon

    strike to support a river crossing attack. The player automatically receives 2x 3 plane

    Typhoon flights for that turn only. The Typhoons have no effect on any other airpower

    arrival.

    Off Table Fire Support:

    Both sides called on support fire during the struggle for Nijmegen.

    German forces in Nijmegen were supported by artillery from 10th SS Panzer Division

    located north of the road bridge. The amount available in specified in each force. They

    fire using the Across the Volga rule from the main rulebook, calculating range from the

    north end of the road bridge. The batteries will withdraw and no longer provide support

    once either bridge or Fort Hof van Holland is taken by the Allied forces.

    Allied forces in Nijmegen were supported by artillery from XXX Corps which had just

    arrived south of the city. The amount available in specified in each force. They fire using

    the Across the Volga rule from the main rulebook, calculating range from entry point 2.

    Weather:

    The weather throughout the battles around Nijmegen was generally good, although fog

    in the UK did delay some airdropped reinforcements and supply drops. The weather for

    the battle is assumed to be clear.

    Winning the Game:

    There are nine objectives shown on the map. If the Allied side controls either 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 8 due to

    darkness and the side which controls the higher number of objectives has won a

    marginal victory. Any other result and the game has ended in a draw.