Wednesday, 26 September 2018

Bridge too far rules

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 farm
1C  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

4 comments:

Russ said...

Mark, I will have 15 Gliders although they may look like Ian Shaw painted them, they will be on table. Apologies but I have just not had time or moti to paint hem up to my usual standards

Russ said...

Very much looking forward to this game

Ian said...

Looks well thought out. Number 4 makes no sense regarding movement from 1B to 3B? What do the Germans do with regimental HQs and attachments - roll for them randomly and attach to nearest unit or attach before the game?

mark said...

No 4 and the movement will be explained in the briefing, All HQs and attachments are attached out on the Thursday before, there will be no unattached units.