Gents these are the specific rules for the operational game
1. The rout thru Holland to Arnhem was
difficult when going cross country due to the terrain which was polder with
lots of drainage ditches. All movement by vehicles is at half rate, unless on
the road which is at normal rate plus road bonus.
2. Both armies can follow the
directional arrows.
3. All woods and hills on table 3B are
replaced with multiple village sectors to simulate the urban sprawl of Arnhem.
The original town sectors for 3B will still be represented with outskirts, all
other built up areas will be multiple village blocks with a max platoon limit
of 1 platoon per inch per block. This will make 3B one big city fight. Indirect
fire into city block is not very effective 11/12 for guns up to 150mm and 10-12
for 150mm upwards. You can only exit and enter different city blocks if they
are touching.
4. All entry points to adjacent tables
will correspond with the exit point of the last table. Entry to 3B from 3A and
1B will be as per map i.e. right half of 3A to left half of 3B and left half of
1B to right half of 3B.
5. The bridge on table 2B has been
rigged with explosives and will explode on a 4+ when allied elements cross the
bridge, an engineer may defuse the explosives by being stationary for 1 turn by
the bridge. If there are any axis elements within 3” of the bridge it will
explode on a 3+ when the allies cross it.
6. Allied airborne elements will drop on
turn 1 using the standard paratrooper deployment. Airborne elements may be held
back but will have to have a turn No and drop point allocated prior to turn 1.
7. There will be 1No standard (no
attachments) volks grenadier battalion at the town in 1C and a small garrison
at the airfield. Paras’s dropping on the airfield as part of turn 1 deployment
will suffer D3 attacks from the AA emplacement. (AI v AI).
8. The volks grenadier battalions and
infantry regiment will enter from the sides of tables 1A, 2A, 3A, 1D, 2D, 1B. 1
random fighting battalion will arrive each turn and a roll of a D8 will indicate
the table entry (7 and 8 no show). The battalions do not have to enter that
turn if not desired by the axis player and will go back into supply for another
turn. This will simulate the randomness of the axis response in a supposedly
quite sector.
9. The axis panzer division is off table
beyond 3B and will not respond until any battalion, axis or allied enters table
3B (Must be 6 or more platoons of a single battalion). When this happens on the
very next turn the axis player can release I fighting battalion per turn onto
table 3B via the road.
10. Line of supply rules are in effect.
If there are no opposing elements on a table then the line of supply is blocked
in either direction, if enemy elements are on the same table then a 12” gap
which no enemy can trace direct fire too must exist for units to be in supply (
out of supply = -1 shooting and -1 close combat)
11. The allies will automatically win if
they can get an armoured regiment off table 3B, otherwise it is points per
table as usual.
12. Aircraft designation must be decided
on when organising the OOB. Aircraft priority will be moving vehicles,
stationary vehicles, Moving infantry/support weapons, stationary infantry/support
weapons all in the open. Aircraft will not be able to target units in cover i.e.
woods. Aircraft can be called in to a specific target by using a HQ unit on the
divisional call up table.
13. The main bridge cannot be targeted,
both sides need it.
14. Para drop rules are in effect. Each platoon
will drift 2d6 on a spinner. Units that land off table –dead, units that land
on top of another unit- supressed unit landed on dead, units that don’t land in
the clear-dead.
15. Gliders will slide 2d6 from designated
landing point on a half spinner (180%). If they crash into any cover/building/another
glider (not hills) –dead. Units from gliders will be placed next to it in any
direction and will move next turn.
16.
1A 1 pt for the ridge (centre
ridge)
1B 1 pt for the farm1C 1 pt for the town
1D 1 pt for the farm
2A 1 pt to clear the north side of the river of the enemy. 1 pt to clear the south side of the river of the enemy.
2B 1 pt to clear the north side of the river of the enemy. 1 pt to clear the south side of the river of the enemy.
2C 1 pt for the ridge, 1 pt for the large wood.
2D 1 pt for the village and 1 pt for the bridge
3A 3 pts for the airfield, 1 pt per hard point
3B 1 pt for the town, 1 pt for the
bridge, 1 pt to clear north bank of the enemy