100% found this document useful (4 votes)
2K views16 pages

Storm Over Arnhem Rules

STORM OVER Arnhem is a two player game with one player commanding the German forces and the other controlling the British. The object of the game is to control some or all of the six victory point areas on the mapboard for as long as possible. The game simulates the intense block by block street fighting for control of the important road bridge in the city of Arnhem during the fall of 1944.

Uploaded by

Toze Santos
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (4 votes)
2K views16 pages

Storm Over Arnhem Rules

STORM OVER Arnhem is a two player game with one player commanding the German forces and the other controlling the British. The object of the game is to control some or all of the six victory point areas on the mapboard for as long as possible. The game simulates the intense block by block street fighting for control of the important road bridge in the city of Arnhem during the fall of 1944.

Uploaded by

Toze Santos
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16
1. COMPONENTS— STORM OVER ARNHEM contains the following component parts: ‘A, Mounted 22” x 32” mapboard BB. Sixteen page rulebook including Historical Commentary & Designer's Notes . Two sheets of die-cut counters D, Four dice; two colored & two white 2. oBsECT— 2.1 STORM OVER ARNHEM isa (wo player game with one player com- ‘manding the German forces and the other plaver controlling the British ‘The object ofthe game i to control some or allof the sx victory point areas ‘on the mapboard for as long as possible. The winner is determined by the ‘number of victory points the German player has managed to obtain by the end of the last game turn, 2.2 The game simulates the intense block by block street fighting for con- twol of the important road bridge inthe city of Arnhem during the fall of 1944, To the British it was the last bridge still spanning the Lower Rhine (Neder Rin) River; the last objective and key to final success of Operation Market Garden, To the Germans, possession ofthe bridge meant not only the failure ofthe Allied offensive, bu with ts control they would be abe to rush vital reinforcements to other threatened areas of the battle 3. THE MAPBOARD— 3.1 The mapboard portrays portions ofthe city of Arnhem located around the northern end of the famous road bridge where elements ofthe British Ist Airborne Division fought for control of the bridge and their very survival in September of 1944, The map seale is approximately 1” = 100 3.2 The mapboatd itself s divided into 30 areas of various shapes and sizes by thick black border lines. Each area is said tobe adjacent to another area i it has a common border, no matter how small that border may be. EXCEPTION: Areas that touch only at their corners (4/17, $/18, 26/15 ‘and 24/28) are not considered adjacent for any game purpose. 43.21 Included among the 30 numbered mapboard areas are six victory point areas (4, $17, 18, 22,23). Each victory point areas identified on the :mapboard by the presence ofthe red leters "VP" preceded by the number of victory points awarded to the German player each turn for control of that area, 3.22 Included among the 30 numbered mapboard areas are three areas (2, 3, 4) where special artillery placement rules (14.4) apply. These areas are identified on the mapboard by the presence of a red letter 'S”. 33 In addition o the 30 numbered areas portrayed on the board there are five perimeter zones lettered °A' through "E" on the outskirts ofthe city. These perimeter zones re used to regulate the Strategic Movement (see 10) ‘of units outside the immediate vicinity of the road bridge. 3.4 The Turn Record Track printed on the board is used to record the current game turn, whether that turn isa night or aday turn, the arrival of feinforcements, intial possession and mandatory turnover of the Tactical “Advantage (see 8.4), and the worsening British supply situation. At the end ff each game turn the turn marker is advanced on the track one space to the Fight, Turns A and Bare not used in the basic game and will beexplained at alater time (see 4.6). The basic game starts withthe turn marker in space 1 fof the Turn Record Track. 3.8 The Victory Point Track printed on the board is used to keep a ‘cumulative total of the German victory points earned to date. Only the German player receives vietory points and only for control of the six victory point areas and/or early control ofthe six additional British setup 3.6 Many of the city areas on the mapboard are color coded to facilitate ‘seting up the game for play (see 5). These codes take two forms. 3.61 If a red Area designation number is printed on a white circular field ‘hat area may not contain units of either side during the initial setup. Ifa ‘white Area designation number i printed on a black circular field tha area ‘may contain upto five German $S units during the initial setup. Ifa white ‘Area designation number is printed on a red citcular field that area may contain up to ten British units during the initial setup, Black letters in a Square blue field indicate the starting zones of the German Bocholt ‘raining Battalion. 3.62 Allof the British setup areas also include one or more colored dots to further aid in initial setup of forces. Only British units containing one of the same colored dots or no colored dot at all on their white side may start ‘the game in these areas, 3.1 Twoarillery holding boxes, one foreach side, are printed on the map- ‘board. Each player places his artillery counters in his respective box when notin use. 3.8 The Reformed Units box printed on the mapboard is used for the tem- porary holding of eliminated British units between Reformed Unit Phases (see 6.1 and 19) 4. THE PLAYING PIECES— 4.1 Included within the game are two different colored sets of die-cut play- ing pieces (henceforth called units). Red units are British; blue/gray are German army units, and black are German SS units. 422 There are three basic types of combat units in the game: armor, artillery, and infantry. Note that each unit has printed front and back Side. At various times during the game units will be required to turn either their white or colored side face up. At any specific time during thecourseot the game a unit has only the factors and values shown on the side that is currently face up. For instance: units cannot attack or move (ther than to ‘rerrear), and non-armored units have a reduced defense factor when their white side is face up. 4.21 ARMOR units represent two to three armored fighting vehicles and their attendant crews, All armor units contain a silhouette ofthe specific ‘vehicle to distinguish them from non-armor units. The “vehicle type” and “pure nt" nformon s proved for tre! mre Sui hat oom sehen nace tay [) oe) DeteneFraoe oe] ena 4.22 ARTILLERY units each represent the shelling effect of a battery of off-board guns and are most readily recognized by the “explosion” symbol ‘on the front side. on 9 (7), 4 4.23 INFANTRY units represent 910 12 men and inthe case of Anti-Tank units; ewo to three guns). All units (including Headquarters unis) which are not classified as armor or artillery pieces are considered infantry unit. (aco. ee Scan Coercoieio— @ & J toners Face 4.24 Unit size, unittypes, and abbreviationsare listed below. They have no effect on the game and are provided for historical interest only. Ee ae deme (Eas roe eee oes E Pen SRE ee EE Rya'Nmsce Kaa Atiey 4.3 Thesmaller counters are provided as playing aids and are identified as follows: mais Kl "Aa TURN 44 The small counters containing numbers from '2" through 12" are pro- vided as an optional method of combat resolution in lew of dice (see 22) and are not used in the basic game. 4 Notall the unit counters are necessarily used in the game. Those containing a circled “B",“G","A", of “C’" symbol atthe upper left of the committed sideare used only if called for by the Random Events Table. ‘Those containing a circled “R"symbol atthe upper lelt of the committed side are used only in connection with the British Reformed Units rule see 19). Keep these counters separate from the others during game setup, but really accessible should they enter the game during the course of play. 4.6 Some of the unit counters provided herein are for use only with a special variant version of the game to be printed in Vol. 19, No. 1 of the GENERAL magazine (not available before July, 1982). These counters are ‘readily identifiable bythe circled letter “V" printed at the upper left ofthe committed side of the counter. Do not remove these counters from the de- {cut counter sheet until ready (0 play this variant. See the current Avalon Hill Parts Price Lis for ordering information pertaining tothe GENERAL magazine, 5. GAME SETUP— '.1 To prepare the game for play, place one Control counter (British side face up) in each Victory Point area, As the game progresses the control of ‘each area may change from one player to the other. Ashe control changes, the Control counter is turned over to show the flag of the controlling player. Place one Perimeter marker in each of the six remaining British ‘occupied areas. These counters remain in pace until the areas captured by the Germans or the start of Turn 4, whichever comes firs. 5.2 The Game Turn counter is placed on the Turn 1 space of the Turn Record Track, and the Victory Point counter is placed on theO space of the Victory Point Track. 5.3 The German and British artillery counters are placed face-up in the allery boxes on their respective sides ofthe mapboard, 5.4 The British player sets up his units by sorting his counters according to the color coded setup dot found on the white side of most of his counters ‘Those counters not containing a setup dot are sorted into a separate pile. “The British player may then place from 0 to 10 British units (committed side face up) in each British setup area 3.61) provided thoseunits either haven setup dot or havea setup dot of the same color as that printed inthe setup ea (3.62) In addition, each Victory Point area must be occupied by at Teast theee British units during the inital setup. 5.5 The German player places the rulebook face down in the game box and then sets up his units on the facsimile map printed on the back page of the rulebook without seeing the British setup. He places his units on the facsimile map in any ofthe German setup areas (3.61) being careful not .o place more than five SS units (including a maximum of three SS armor units) in any one area. Blue units must be placed in zones A and/or B, ‘There is no limit to the number of blue units which can stat in zones A. and/or B. The game box lid can be used as ascreen between the two players to help safeguard secrecy, or the German player can adjourn to another room until both sides have finished their inital setup and play is ready to begin. When both players have committed themselves to their initial Starting positions, the respective setups are revealed and the German ‘ansfers his units from the rulebook facsimile map to the corresponding areas and zones of the mapboard. The (wo German Tiger tank armor units with the circled 5 symbol on the upper lft oftheir white side are placed on the Turn $ space of the Turn Record Track, They do not enter the game ‘until Tuen $ when they are placed in zane C. 546 Once both players have Finished their intial setup the counters are flipped so that their uncommitted side is face up and STORM OVER ARNHEM is ready to begin, Turn to the Sequence of Play and begin the first game turn, 6. SEQUENCE OF PLAY— 6.1 REINFORCEMENT & REFORMED UNIT PHASE: The German Player consults the Turn Record Track and places any reinforcements Scheduled to arrive during this game turn (16.1) in zone C. The British player determines any reformed units due him (19.1), places them on board, and removes all previously eliminated units from the Reformed Units box. Both players check the Time Record Track to determine ifthe British are affected by a worsening ammunition supply situation (see 20), or if the Tactical Advantage (see 8.4) has shifted to the German as symbolized by the ron Cross on turns 3 and 6 ofthe Turn Revord Track, 62 RANDOM EVENTS DETERMINATION PHASE: The British player rolls wo dice and consults the Random Events Table printed on the board. Cross reference the number rolled with the curent game turn number and perform the indicated result 6.3 MOVEMENT/FIRE PHASE: Both players alternate ““Movement"“and/or Fire" impulses (whichever player currently possess: ingthe Tactical Advantage proceeding first) until both sides have “passed” consecutively (8.16) 6.4 CLOSE COMBAT PHASE: Both players resolve Close Combat one area. atimein each area/zone occupied by units of both sides (9). Follow ing the resolution of any Close Combat attacks the British player rolls to extinguish any fires which may be present on the board (see 18.9) 6.5 VICTORY POINT DETERMINATION PHASE: Each control marker is adjusted as needed to show the current player in control of each Vietory Point area (11.2). Add the value of all German controlled Victory Point areas and move the marker along the Victory Point Track an equal ‘number of numbered spaces to reflect the total number of German Victory Points gained thus far. {6.6 Advance the turn marker one space tothe right on the Turn Record ‘Track and repeat steps 6.1 through 6.6 until the end of turn 8 or the ‘Germans gain a Decisive Vietory—whichever comes Fist 7. OCCUPATION LIMITS— ‘7.1 Each player may have 8 maximum of ten infantry and three armor units occupying an area atthe end of any Movement/Fire impulse. During the act of movement these limits may be temporarily exceeded as units ‘move or retreat rhrough an already occupied area provided they do not end their movement or cetreat in an over-occupied area, 7.2 Any number of units regardless of type may occupy'a perimeter zone. 7.3 [atthe end of any impulse player has more units occupying an area than allowed in 7.1, that player must remove enough units of his choice from that area to bring the total back to the maximum allowed, These units are permanently eliminated from the game (see 19.22) 8. MOVEMENT/ FIRE PHASE— 8.1 This phase is divided into variable number of player impulses, These impulses are alternated between players with the player currently con- {rolling the Tactical Advantage taking the first impulse in each game turn (Ge. German player impulse, British player impulse, German player im- pulse, et.) until the end of the Movement/Fire Phase. 8.11 During a friendly impulse a player may either move or fire any rhumber of uncommitted units currently occupying a single common area (Exception: 8.32 & 13.21). He may move or fire a8 many or as few of the units in that area as he wishes. A player canmor move and fire units in the samme Movement/Fire (hereafter referred 0 as M/F) impulse. However, he ‘may return to the area in later impulses of that M/F Phase for additional actions so long as uncommitted units are still occupying the area 48.12 Units from a common area that are to move or fire during the same M/F impulse may do so into different areas. However, such multiple attacks must be predesignated; they cannot await the result ofthe First fire before announeing a second attack on another area. 8.13 Only uncommitted units that have their colored side face up may move or fire during a M/F impulse. Such units are hereafter referred to as uncommitted units. Once a unit moves of fire, that unit is turned white side face up and becomes a committed unit. This proces allows a nit t0 move (Exception: retreais—8.355) or fire only once during a M/F phase, 8.15 A player must declare a pass impulse if all his units have been committed. 8.16 Players alternate moving or firing groups of units until Bork players pass consecutively, at which time the M/F phase i immediately over /EX- ception: see Tactical Advantage; 8.43) 8.17 REACTION TIME: Due to the large number of possible impulses, playing time can become excessively long if players are allowed to ponder their options after every impulse. Consequently after players have gained a degree of familiarization with the game system it is recommended that players adhere to a strict ten second time limit (or some other mutually agreed upon time increment) between the end of one impulse and the declaration of action tobe taken in the next. Failure 00 stipulatea move or fire impulse within the time limit resus in an automatic “pass” impulse 18 PROCEDURE: Players may not change their moves once their ‘opponent has declared the action (including apass declaration) that he will take during his impulse, or the agreed upon reaction time has elapsed. Players may not change ther fire or Close Combet attacks once the dice have been thrown, EXCEPTION: A player can force an opponent who has made an illegal move or attack to redo his move/attack legally unlesshe has already completed an impulse of his own in the interim. attacks are vali ifthe opposing Completing his own next M/F impulse or Close Combat die rol 8.2 MOVEMENT: Ifa unit is to move during an impulse, that unit may ‘only move into any adjacent area or zane which has a common boundary’ ‘This requires the expenditure of a certain number of movement factors ‘Tank infantry units from an adjacent area. 8.38 Fireattacks are resolved by determining the Attack Value of the firing Uhit(s) and comparing it with the Defense Value of the defending units). 8.351 The Attack Value thereafter refered 10s AV) isequal tothe Attack Factor (hereafter referred (0 as AF) of any one firing unit ofthe attacker's choice plus A. +2 (the sum of the rol of two dice), BL +1 for each additional firing unit beyond the firs. C. 41 if three of the firing infantry units have the same Lower Organization (see 4.28). This modifier ean only be applied once per attack dice roll. Note that Battalion and Brigade level HQ units do not have a lower organization in common with any other and thus never qualify for this DRM. However, any company-level HO units may substitute for an squad of the same company in earning the platoon integrity die ro modification. Only units eligible for this platoon integrity DRM have a lower organization printed on their committed side EXAMPLE: Te LR Co HQ uni may combo 0 atack ih tno LR ds, o 4 ERS Sunn oreo LR aque ear he platoon ey BRM fr same owe ranean 8.352 The Defense Value (hereafter referred to as DV) is equal to the lowest face up Defense Factor (hereafter referred to as DF) ofthe group being fired on plus: ‘A. +2 (the sum of the roll of two dice). B. +1 if the firing unit(s) isin an adjacent area (not applicable to anilery attack). or + 2if the firing uni(s)isin an adjacent applicable to artillery attacks), 8.353 The fire attack is resolved as follows If the AV is equal to or less than the DV there is no effect. If the AV s greater than the DV the difference between the AV and the DV isthe minimum umber of casualty points that must be removed from that area or zone by the defending player. 384 To satisfy his losses the defending player may remove casualty points in either or both of the Following ways ‘A. Each unit retreated out of the target area or zone is worth one ‘casualty point toward satisfying the total. The unit becomes committed at the end of the retreat see 8.355) regardless of its status prior tothe retreat, B. Each unit eliminated is worth up to three casualty points (four ‘casualty points for armor) toward satisfying the total Eliminated units are Femoved from the game (Exception: see 19. 8.3541 The defender must remove atleast the number of casualty points requited by the difference between the AV and DV provided he has suff clent units in the attacked group to do so. All casualty points must be absorbed by the group type attacked. Any units inthe attacked area/zone of the group type not attacked are not affected and cannot join in any re sultant retreats. The defender may opt to retreat more than the number of lnits required to sasify the combat result, but only from the attacked group type. Armor, which may have been immune to the attack, may Participate inthe retreat if of the attacked group type but could not be used to satisfy casualty point losses. All units which participated in the retreat ‘become committed atthe conclusion of the retreat 8.355. RETREATS: Any unit called upon to retreat must move toan adja ‘ent non-enemy infantry-occupied area or a connecting zone (se case H of 8.3551 for an exception for armor units). Ifthe only area open to retreat is already occupied by the maximum number of units allowable (see 7) the uit must continue its retreat until t can end the retreat in an area notin ‘excess ofthe Occupation limits and adjacent o the least number of enemy ‘occupied areas. Otherwise the retreating units must end their retreat inthe firs available area or zone moved int. [fan infantry unit cannot full ts Feireat because of opposing infantry blocking all possible retreat route, the player must take the elimination method to Fulfil his casualty point losses. Note: The presence of friendly units in an area does nor negate the a during a night turn (not presence of enemy units in that area for purposes of movement cost and/or blocking retreats [8.3551 If there is more than one area or zone open to retreat, the retreating player may choose the one retreated to based on the following order of Priority: A. Area not adjacent to an enemy occupied area, BB. Zone not occupied by enemy C. Area not adjacent to the enemy oocupied area which caused the reat. (Ateas containing a HQ unit which called in artillery fire causing. the retreat are not considered to be an area which caused that retreat.) D. Zone occupied by enemy units. E, Area which is already fully or partially oceupied, thus requiring a further retreat into yet another area or zone. F. Area adjacent to the enemy occupied area which caused the retreat If there is more than one such area to choose from, the retreat must be to the area which is adjacent 10 the least number of enemy-occupied areas. G. Area containing enemy armor unit(s) but no enemy infantry units Hi. Area containing enemy infantry unit(s) [only armor units may use this} and only if area does not contain enemy Anti-Tank gun units (See Bo) £8.3552 All units retreating due tothe same fire impulse mus retreat, asa group, to the same area or zone, If this causes an area to exceed its occupa- tion limits, the maximum number of units must stay, with the remainder continuing their retreat from that area. Steers 5(DFof weak denn) © (tasked romadjcent any Ste feifor ater of The cetener hos sured fecasuay poms (AV 1] DV Il] = The 8.3853 Groups receiving fire may retreat in whole or in part even if that attack does not cause a casualty point 8.3854 Units which have already retreated during a turn may stil be fied ‘on and retreat again (or be eliminated) in their new area in a subsequent M/F impulse. 36. THE DICE: When resolving fire combat each player simultaneously throws his two dice into the box. The German player uses the colored dice, the British player uses the white dice. Only dice throw into the box are counted. [fone or more dice miss the box all four dice are rerolled. Should any die be cacked (not Iving flat on the surface of the box/ al four dice are rethrown, 4 TACTICAL ADVANTAGE: The Tactical Advantage representsinan abstract manner the fighting edge that one side may momentarily have over the other. The basis for such an advantage may include such things as ‘changes in morale, position, surprise, leadership, and even the intervention Of fate. One of the two players i always considered to have the Tactical ‘Advantage, Possession of the Tactical Advantage is symbolized by place ment ofthe Tactical Advantage counter with the controlling side's symbol face-side up. The British player always starts the game with the Tactical Advantage, Regardless of who controlledit previously the Tactical Advan- tage belongs to the German player atthe start of turns 3 and 6. 8.41 The player controlling the Tactical Advantage can use it to force a roll of any one combat resolution be ita fireimpulse or Close Combat at- tack provided he does so before any other subsequent action takes place. In the case ofa Fire Impulse attack both players would have to reroll theit respective dice. Note that although the player with the Tactical Advantage can force the die or dice to be rethrown he cannot guarantee that the subse- ‘quent reroll will generate a different result although that is. likely. ‘Whenever a player uses ths option he loses control of the Tactical Advan tage to his opponent until such time a his opponent uses the option (or the start of turns 3 or 6 dictate that the British player forfeit the Tactical Ad- vantage). At that time he is free to use the Tactical Advantage again or refrain from its use in order to maintain the Tactical Advantage and thereby deny it to his opponent. The Tactical Advantage can also be used to force @reresolution of any combat situation using card or counter draws (see 22) oF fire starting/extinguishing (18) attempts. It may not be used to ‘change any other random number resolution, £8.42 A player who has just received the Tactical Advantage as a result of his opponents use of it cannot use it to Force a feroll of the same die (or dice) throw which resulted in his gaining of the Tactical Advantage. 18.43 The player with the Tactical Advantage may use i to force the con- tinuation of a Movement/Fire Phase which would otherwise have been ended by two consecutive pass impulses. OF course, having done s0, the player would then have to move or fire in his next impulse—he could not ‘ass, Use ofthe Tactical Advantage in this manner also results in a change (of possession ofthe Tactical Advantage £8.44. Whoever controls the Tactical Advantageat the start ofeach turn has the first impulse in that turn and is also entitled to a favorable dice roll ‘modification on the Random Events Table (see 17.1) 8.45 Whoever controls the Tactical Advantage may choose the next ‘Area/Zone containing Close Combat situations to be resolved (assuming there are more than one). The player controling the Tactical Advantage at the start of the Close Combat Phase in each area/zone may designate his attacks after seeing the results of his opponent's Close Combat attacks in that area/zone. 9. CLOSE COMBAT PHASE— 9.1 AC the beginning of the Close Combat Phase all combat units are flipped to their uncommitted side. 9.2 The only combat allowed during this phase is in areas and zones ready containing units of both sides. Both players are allowed to attack during this phase with combat being resolved one area or zone ata time ‘The player controlling the Tactical Advantage may determine the order in which each area or zone with Close Combat is resolved, A unit may attack and/or be attacked only once during this phase. Although attacks are Fesolved one at atime, the results are assumed to occur simultaneously so that units eliminated during Close Combat always have a chance to attack in that Close Combat phase before being removed from the game. 9.3 AllClose Combat must be predesignated (.e. targets can’t be switched after secing the results of previous attacks) in that Close Combat Phase, although the player controlling the Tactical Advantage may observe the results of his opponent's Close Combat attacks in that area/2z0ne before predesignating his own attacks. 94 One player lines upall his units in the contested area/zone and places each adjacent the specific opposing unit he wishes to attack. After hehas attacked, the player controlling the Tactical Advantage atthe outset of the Close Combat in this area/zone rearranges his units in much the same ‘manner to attack the enemy units of his choice. Units that were eliminated as a result of Close Combat attacks are Mipped to their white side as a feminder that they have been eliminated, but may still participate in and return Close Combat attacks yet tobe resolved as all combat is considered simultaneous. After both players have finished all fire attacks, all eliminated units are removed from the game (Exception: see 19). 9.8 Each unit can be attacked only once per Close Combat Phase but may be attacked by any number of enemy units during that attack provided all non-screened friendly infantry units are also going to be attacked. Each ‘Close Combat attack may affect only one specific defending unit. All ‘enemy units occupying an area do not have to be attacked, but armor units ‘may only be atacked if all accompanying non-screened HQ and infantry lunits present are also attacked (Exception: AT units; 13.5); note that thein- fantry units would not have tobe eliminated, just attacked. A player may also “screen” one or more of his Headquarters units of his choice from Close Combat attacks provided he has atleast one other infantry unit in the area for each attacking enemy unit. Ifa player cannot screen all of his Headquarters units from attack, he may choose those which will accept (Close Combat attacks and thereby act as a screen forthe others. He may not sereen any other type of unit inthis fashion, nor may he screen armor from an Anti-Tank attack. Screened units may still attack in Close Com: bat, but must attack in conjunction with at least one screening unit in one combined attack. They may not attack separately. ‘he Cle Combat Pate Toe Crman, ten nay may atone sceen ef 9.6 Close Combat attacks are resolved by rolling omedieforeachattack. A die oll of °6 eliminates the defending unit 9.61 The Close Combat attack die roll may be modified in one or both of, the following ways: [A. One is added to the die roll foreach attacking unit beyond the First. B. If the AF of any one attacking unit is greater than the defending unit's AF (attack factor, then the difference is added tothe attacker's die roll, When determining this modifier for attacks against defending armor ‘nits, the AF of the attacking units compared with the DF (defense factor) fof the defending armor unit. Note tha if the detending unit's AF is greater than the attacker's AF no additional advantage accrues tothe defender. EXAMPLES Ce car ene ciintd 00 EASELS ). STRATEGIC MOVEMENT ZONES— 10.1 Strategic Movement is performed via the five perimeter zones around the outskirts ofthe section ofthe city containing the 30 batle areas. Each Perimeter zone is connected via arrows to other perimeter zones and toc {ain city areas. Movement is possible in either direction but only between areas and/or zones with connecting arrows ).2 Units may retreat asa result of combat into any perimeter zone that ‘could normally be entered by that unit, Units may even retreat into a zone ‘occupied by enemy units. 10.3 An unlimited number of units may occupy a perimeter zone. 10.4 Each zone costs two MFs to enter unless occupied by enemy units Zones occupied by one or two enemy units cost three MF to enter regardless of whether itis a day or night turn. Ifa zone contains three to five enemy units it costs four MFs to enter, and if a zone contains six or more enemy units it costs five MF to enter. A zone never costs more than five MFs to enter. Units may freely enter and exit zones during an impulse, limited only by the amount of MFS available and the normal rules govern” ing movement. The cost of leaving a zone o enter an adjacent area is based solely on the costs for entering an area (8.22) except tha it always costs at least two MF, 10.5 The occupation of adjacent perimeter zones by opposing units has no effect on the movement cost of entering zones/areas connected 10 the ‘occupied perimeter zone. 10.6 A unit may directly enter an enemy occupied area/zone from a con- nected zone (provided the unit has the MF available to do so) even if both the area and/or zones are occupied by enemy units. 10.7 No fire combat (including spotting for artillery fire is allowed from ‘any zone into an adjacent area/zone and vce versa. Fire Combat isallowed ‘only within the zone and is conducted normally as ifthe participants were alloccupants of adjacent areas. Note that this allows artillery fire tobe cal fed into the same zone containing the spotting headquarters unit. Close ‘Combats resolved normally asif the opposing units inthe zone wereall oc ‘cupying the same area, 10.8 Due to the greater area represented by the zones, combat is con- sidered more of a hit and run affair then was the case closer to the bridge ‘where each room of each house was often bitterly contested, German fire setting techniques (see /8) are therefore considered ineffective, and are not allowed in perimeter zones. 11, VICTORY POINT DETERMINATION PHASE— 11.1 Dating this phase the victory point marker is adjusted 10 show the current German cumulative victory point total. Only the German player receives victory points during the game. 11.2 At the beginning of the game a control marker, with the British side face up, is placed in each of the Victory Point areas noted on the map board. The control marker is turned German side Face up i at the begin ning of any Vietory Point Determination Phase the German player isthe sole occupant of any Victory Point area. atthe beginning ofa subsequent ‘Victory Point Determination Phase the British player becomes the sole oc- ‘cupant once again, the control marker is lipped to show the British side face up once more, Being the las side to have occupied Victory Point area is not Sufficient to change the control marker. The control marker is only ‘changed when the opposing player is the sole ocupant of the area during the Vietory Point Determination Phase. British AT and Bren Carrie units are never considered for purposes of determining control of a Victory Point area, If neither side has units in a Victory Point area during the Vic tory Point Determination Phase the control counter remains unchanged. 11.3 After determining the control of all Victory Point areas, the vitory point marker is now adjusted on the Victory Point Track for that turn. In teach Victory Point area that the German player controls he receives the ‘number of victory points printed in that Victory Point area 11.4 The positon of the victory point marker atthe end of game turn 8 Aeiermines the winner of the game. The last victory block passed through fothe Victory Point Track by the victory point marker indicates the winner (ora drawn (ted) game) and the level of Victory attained. For example: if the marker were on space 15 ofthe Vietory Point Track at the end of game turn 8, the British player would have won a Marginal Vietory, Similarly, if the marker were on space 22 the German player would have won a Marginal Vietory. [Players engaged in rated play such as the Avalon Hill AREA, rating service should consider a marginal victory worth one win and a Decisive Victory worth two wins with corresponding losses to the loser and may report them as such with two separate victory claims as if two separate tzames had been played. For information regarding AREA rated play see the latest Avalon Hill Parts List.) 1S PERIMETER REDUCTION BONUS: The British player starts the {game in sole possession of six areas in addition to the six Victory Point fareas, Each ofthese areas is marked with a British perimeter counter prior tothe start of play. The German player receivestwo Victory Points foreach ofthese sixareas in which heisthe sole occupant at theend of turn 2, orone Victory Point for each one in which he i the sole occupant atthe end of turn 3 11.51 A perimeter counter is removed during the Victory Point Deter- mination Phase ifthe German player isthe sole occupant ofthat area, ora the start of turn 4, whichever comes first. The German player may receive the Perimeter Reduction Bonus only once per area; even he captured such an area on turn I he would receive only two Vietory Points for that area during the course ofthe game, 11.52 Once a Perimeter Reduction Bonus has been awarded it cannot be lost, even if the British were to become sole occupants of the area again 12, ARMOR UNITS— 12.1 Armor units may only be attacked by infantry units occupying the same area/zone, and/or Anti-Tank units occupying the same area/zone or an adjacent area, or arilry. 12.2. Armor units of the same group type (i. common side face up) as infantry units attacked from an adjacent area by non-Anti-Tank units (not arillery) must ignore any attack result during the M/F phase. They may not be used to satisfy the casualty point Iosses inflicted on that group or asa base for the DV of the group, although they may elect to voluntarily retreat ‘out of an area in which infantry of the same group has just retreated or suffered losses, 12,3 During Close Combat all non-screened German infantry inthe same area as armor units must be attacked before any non-Anti-Tank unit may attack an armor unit (see 9.5) 12.4 Armor units are the only units which may retreat into an enemy in- fantry occupied area, although they may do so only i they have no other choice. 1255 Eliminated armor units may absorb four casualty points as opposed to the thee casualty points which can be absorbed by infantry units ra x 13, ANTETANK UNITS— 13.1 Theonly infantry units that may attack armor uni area are Anti-Tank (hereafter referred 10 as AT) units 132 AT units may never fie at infantry units and therefore have no AF against infantry units. They can never be included in attacks of any kind ‘against infantry unitsnot even in the Close Combat Phase (se 13.5). To signify this, AT units have their attack factor cited, 13.21 Either one or both of the AT units may fire (asa separate attack) from an area or zone in the same impulse in addition to the normal lowances of 8.32. Inaddition, AT units may also fire at any adjacent area (or ts own area) that was the subject of another fireattack during the same ‘impulse which would constitute a separate attack of their own. Both of these special allowances are exceptions t0 8.32. Like all other units, however, an AT unit may fire only once per M/F Phase. 13.22 Non-AT units may not join in a fire impulse attack by an AT unit during the M/F phase 13.3 When AT units atack any armor unit(s) the circled AF number is used. When an AT unit fires at an area or zone it attacks only the armor units of a common group type oveupying that area or zone as per 8.331 Only the armor units are used 10 determine the DV and only they are affected by the attack result and can be used to satisfy the casualty point losses of that aitack. However, non-affected infantry units of the same target group could elect to retreat as a result of the AT attack, Sd sensor tat eee 13.6 AT units do count against the infantry occupation limit of an area, bbut AT units alone cannot serve to block the retreat of enemy infantry i tha is thee only avenue of retreat. AT units, whether alone or not, can block the retreat of enemy armor into their area even if the AT unit has already been committed. froman adjacent 3 [2] 13.7 Ian AT unit firesat a group composed of two or more diferent types of armor units ina Fire Impulse, it must spec the primary unit which itis firing at. Ic isthe defense factor of this unit (not necessarily the lowest armor defense factor of the group) which is used to determine the DV (8.352) ofthe group. This unit would bethe first unit eliminated if any units are to be eliminated, and the fist to be retreated if any units ae retreated unless itis eliminated instead. This rule does not apply to Close Comba, infantry fire impulses vs. armor in the same area, of artillery attacks v5 13.8 OPTIONAL: Should both players agree beforehand, the British player may record the initial areas of his AT units rather than placing them in view on board. They may remain hidden until they fie, move, orate the ‘only British units) in an area. FIRED 14, ARTILLERY 14.1 Artillery counters represen the fie from off-board indirect artillery Fire. Each artillery counter i placed inthe respective player's artillery box. ‘on the mapboard in the uncommitted mode until used 14.2 Each player may place and attack with an artillery counter during any friendly M/F impulse provided he has uncommitted artillery remaining ‘This action takes the place of @ normal movement or Fire impulse on the mapboard. An artillery counter may only be used once per game turn Alter anarilery attack, eturn the counter to itsarilery box with thecom- mitted (FIRED) side face upto indicate that it has been used and may not be used again until the following game turn, 143 An artillery counter can be used in a zone (see 14.7), oF in any atea adjacent to an area occupied by a friendly, uncommitted HQ unit capable of calling in that artillery. The area attacked may not be presently occupied by friendly units of any kind. In addition, the atea occupied by the friendly HQ unit doing the spotting may nor be occupied by any enemy units atthe time of placement. Placement of the artillery unit does nor constitute an attack by the HQ tnit and therefore it does not become a committed unit 14.31 Arillery counters may only beplaced in areas adjacent to an uncom- mitted 1Q unit of the proper“ organization". For the German player any HQ unit with the same listed "Lower" or "Higher" organization (se 4.23) as that found on the artillery counter may satisfy this orgenizational re- {quirement. For the British player, any HQ unit of battalion level organiza- tion or higher may satisty this organizational requirement. To aid in quick recognition of which units may place which artillery counters ll qualify: ing HQ units contain a color coded triangle symbol which matches the symbol on the artillery counters) which they may place. 14.32 In addition to all other requirements for alley the British player ‘must roll a4” or less on one die before placing hs artilery counter. Failure (ofthis die rll prevents the British player from using his artillery counter for that complete game tuen but still counts as use ofthe British M/F im- pulse although it does not constitute a “pass”. Tur the counter “Fired” side up to signify this. 14.33 Two of the German HQ units each have the capability to place 1wo co more arilery counters per turn, Despite this, they may place only one luncommitted artillery counter per impulse. Note, however, that if two German HQ unis each occupied the same area they could conceivably call intwo different anllery barrages in the same impulse provided they called them down on different areas, 14.4 The German artillery counter marked “S Area Only" may be placed ‘only in the areas marked with a red "'S” on the mapboard. Although restricted in this manner for placement, it does nor require any spot unit to be present in anadjacent area, Theareao placement must be free of all friendly units as usual 14.8 A fire atack by an artillery counter is handled in much the same way sa normal fire attack (8.3). The atacker designates the group type he is attacking, ros two dice and adds the printed Attack Factor on thearillery counter. There are no modifiersto cither the AF or DF other than the addi- tion of theroll oftwo dice. Armor is vulnerable artillery fireasifit were a fire attack from within the same occupied ares. 14.6 Note that there are wo differen attack factors printed onan artillery counter. The higher AF is used during day game turns and the paren- thesized AF value during night game turns 14.7 Artillery fire into perimeter zones may only be placed by a qualifying HQ unit presently located in the zone to be attacked. Such fire has no eect fom friendly units in the same zone. itor sauton nema ot pce fen Recon aerate oan wih he cols ple he Har Kacy nm ares; Moweves he Beh wit ou a reset ate ‘Sua plnce helo Reon ary in aren othe Har Karly ear sen 3 en 15, NIGHT TURNS— 18.1 Night game turns (2,5, 8) are identified on the Turn Record Track by gray overprint and parentheses around the turn number. 15.2 The fire value of artillery during night game turns is reduced. The parenthesized AF on the artillery counter is used when calculating the AV of artillery atacks during night turns 15.3 During night game turns the MP expenditure for moving into an enemy occupied area is reduced from 4 MFs 10 3 MFS. 18.4 The DV modifier for fire attacks from adjacent areas and intra-zone tacks is increased from +1 to +2 during night turns. 16, REINFORCEMENTS. 16.1 Reinforcements are new units that enter the game during the course of play. There are only two such units guaranteed to arrive, both are German land both enter on game turn 5. At the start of game turn $, during the Re- inforcement Phase place the two Tiger tank units in perimeter zone Cin an uncommitted mode. They are eligible for use during game turn $ and thereafter. 16.2 Other reinforcements whose nationality, type, and number may differ enter per the dictates of the Random Events Table RANDOM EVENTS TABLE Dice ‘Game Turn Number 2G GGA GG GG Inrern nase RA AO Oe Ce eee! SSSR TNT OETA = SS SS SST RE a sete IRE Rat RS 17, RANDOM EVENTS TABLE 17.1 Atthe beginning ofeach game urn the player controlling the Tactical ‘Advantage must oll two dice and consult the Random Events Table. This dice rol is modified by -1 if the German player controls the Tactical Ad vantage and by +1 if the British player controls the Tactical Advantage. ‘The Random Events dice rolls also subject toa +1 modification for every three British units present in zones D and/or E atthe time the dice rll i ‘made and a-1 modification for every five German units present in zones D and/or Eat the time the dice roll is made. This die roll number after any due modification is cross referenced with the current game turn number to Yield one of the following random events 3 17.2 GERMAN REINFORCEMENTS [G]: German teinforcements represent the inflow of miscellaneous stagelers from other surrounding Scratch units hurriedly assembled and committed as the battle progressed. German infantry reinforcements can only be drawn from a pool of up to tnelve 3.5 infantry units. These units are identifiable by the circled letter “'G" on the left top corner oftheir committed side. No more than twelve in fantry einforcement units may bein play, and once eliminated these units may not be used again, 17.21 Once a‘G" result has been rolled on the Random Events Table, the ‘German player rolls two dice (one colored and one white) to determine the amount, and entry point of the reinforcements. The number of rein- forcement received is equal to half (fractions rounded up) ofthe colored dlieroll. Thereinforcements thus generated are then placed uncommitted in 8 zone equal tothe white die oll (=A, 2=B, 3=C, 4=D, 5=B). If the ‘white die rollis ‘6’ the German player may seiect the zones) of arrival of the reinforcements but must place them in committed status—unable to move or fire during that turn (except for retreats and Close Comba), 17.22 Reinforcements have no lower organization and therefore are not eligible forthe +1 AV modifier for platoon integrity (8.351; case C). 17.23 If the number of reinforcements called for should exceed the number available, the excess are considered lost Oxy fo Pee 6 17.3 GERMAN ARMOR [A]: The Germans had heavier armor elements available for use in the ity but did not commit them due to misjudgement ofthe British strength at the bridge; preferring to employ themelsewhere in the bale, This random event assumes the German overall command has hada change of priorities and commits its heavy armor to this sector of the battle. The German player has the option of declining an ‘AY result and taking a°G? result instead, but must make that decision prior to determin- ing the amount and zone of arrival ofthat suppor. IT he acepts the sup- port there is a +1 dice roll modification to every future Random Events ‘Table roll 17.31 The German armor reinforcements are drawn from a pool of up to three STG II armor counters which are readily identifiable bythe circled letter “A” printed on the top left of their committed side. No more than three STG 111 counters may bein play, and onceeliminated they may not be used again, 17.32 If an ‘A’ result occurs on the Random Events Table, the German player rolls two die (one colored and one white) to determine the amount and entry zone of his armor reinforcements. The number of armor rein- forcement i equal to half (fractions rounded up) ofthe colored die roll. ‘The newly arrived armor units are then placed uncommitted ina zone equal tothe white dieroll = A, 2=B, 3=C, 4=D, $=E). If the white die rollis 42°6' the German player may select the zone(s) of arrival of his armor rein. forcements, but must place them in committed status—unable to move or fire during that turn (except for retreats and Close Combat). 17.33 If the number of STG III armor units called for should exceed the shumber available, the excess ate los. 174 BRITISH REINFORCEMENTS [B]: British reinforcements re- present unis that might possibly have broken through to the British Perimeter at the road bridge, These reinforcements take the form of two Units each from the Ist Parachute Batalion, 3ed Parachute Battalion, and the 2nd South Staffordshite, These units are readily identifiable by the circled letter ‘B® atthe top let of their committed side. 17.41 Each time a “BY result occurs on the Random Events Table, a ‘number of units equal to one-half the roll of one die (fractions rounded up) arrive that game tuen, The units are selected by the British player from ‘those still available and placed in zone D or E at the British player's option. 17.42 The total number of British reinforcements received in @ game can never exceed six units. If eliminated, they may not be used again, but do count towards British Reformed Units (79) 17.43 British reinforcements do not have a lower organization and therefore are not eligible for the +1 AV modifier for platoon integrity (8.351; case C) aes 2 ITS BREN CARRIERS (C): These 0-2-8 units represent Bren Carriers “which were loaded with ammunition and attempted to run the gauntlet of Germans surrounding the British units atthe north end of the road bridge. ‘They are readily identifiable bythe circled leer ‘C” at the top left oftheir committed side. 47.81 Each time a °C" result is rolled on the Random Events Table one Bren Carrer counter is placed uncommitted in zone D or Eat the British player's option, 17.82 Ifa Bren Carrier unit should ever begin a game turnin a British con- trolled Victory Point area, the Bren Carrier is removed and placed on top fof the Turn Record Track where itnullifies the effect of an ammunition shortage (see 20) 17.83 Bren Carrier units may not attack—not even in Close Combat situa- tions, nor can they control a Vietory Point area by being the last sole oceu- pant of such an area, 17.54 Despite their general clasification as an armored vehicle, Bren Carriers are considered infantry targets and are vulnerable to infantry fre from an adjacent area. However, the British player may sereen a Bren Carrier in Close Combat as iit were an armor unt, Bren Carriers defend ing against Close Combat attacks do so with their defense factor as if it were an armor unit In all other respec, however, including area occups- tion limits and the movement or retreat from one enemy occupied area tO another, Bren Carriers are considered infantry nits, +19 +2 18, SETTING FIRES— During the bitter street fighting forthe bridge, the Germans eventually resorted o purposely firing buildings in an effort 16 flush the wel positioned British from thei hiding places. This tactic is recreated as follows. 18.1 Inany area containing “uncommitted” British and German infantry units the German player may attempt to Torce British units out of thei positions within the same area indirectly by setting fire othe buildings they ‘ceupy. If successful, the British units do no leave the area, but some or all of them become committed and may have to retreat out ofthe area even: tually if subsequent fire impulses succeed in inflicting casualty points on those committed units. This fire seting attempt replaces a normal M/F impulse in the Sequence of Play 18.2 All German units attempting to set fires become committed whether their efforts are successful oF not. 18,3 Tost ites the German player rol one if the number role is aul too less than the numberof German unis commated to his Hite Sing atemps'a number of snorted Beth uty ua tthe numer showing nthe must eturned commited side aceup unt ie nd ofthat M/E Pha. When dermining the mmber of German nits ommited oa fineseing stem, engineer types coun as thee uns 184 The Bs player may choose wich of hs uncommited unitsin the aren are tobe commited as eo of fires Tf heres calls for more Brit ants tobe commited than ae preset inte ava, eens ienoed Sintteeencc au Cneeguoieaente Saturated. oe 18. Other uncommited German unis inthe same area, nt making this fovm of aack may make normal aac agains adjcon fee 8.73 and 5032) areas inthe Same pulse 18.6 The German payer may ot atempt to st fies in the perimeter zones, Th rk lager may 001 etempl to et fes anywhere 18.7 Theres no iit othe number of resetting atempts er area pr {trother ina hat imponed by the number of clipe German sia trea to make the attra, but such attempts are ited to one per pul and the actual mmber of re counter placed ited to one per 188 Ifa ie sengacemptis succesful placa ire counter wth he 1 tee side face up the rea, All four fvesettng stems nha area tay erase the “range of acepable dle al fora fie setingetempt by one slug as the counter renal nthe area, Nove that the acu number of Brits unis commited sti equl tothe number showing on thedie 18.81 Ia ie eng atempt in an areas sccesfl while a eve fire counters already nace that acute fie sounter sipped fois feel seal fture ie sein eters nha eae tease the "ange" of acceptable deol forse seting atm by wo as ong 1.82 A fire can never grow beyond! level sength repress ofthe hunter of suseesful amps made in the re, seeeakeaty contingent {ite rly tere ewe 18.9 EXTINGUISHING FIRES: At the conclusion of each Close Combat Phase the British player rolls one die in each area containing a fire counter regardless of whether he actually has a unit in that area or not. A level ‘I fire counter is removed by a die rll of 'S" or“; aleve 2" fire counter is removed by a°6" die 19, BRITISH REFORMED UNITS— Due to a combination of ther plight and the elan oftheir forees, the British paratroopers often rose to fight again after sustaining losses that ‘would have shattered the effectiveness of most other fighting units. The lightly wounded time and again returned to man defenses after receiving ‘whatever scant medical attention was available. By combining these lightly ‘wounded men with various elements of other units which eventually broke ‘through tothe bridge in groups of two or three, the British were able to man ‘ad hoc defenses around the bridge far beyond the expected breaking point. 19.1 Atthe sart ofeach game urn during the Reinforcement & Reformed Units Phase the British player checks to determine how many units he has lost since the lst Reformed Urits Phase. For every six units lst during the preceding game turn he receives one 3-63 reformed unit. If he has lost a ‘number of units less than a multiple of six, he may receive a 3-6-3 infantry replacement unit if he is able to roll @ number less than or equal to the ‘number of units lost less than that multiple of six, Gil newicene 363 ft eplacemet oni. Now assume we a abu oa 19.2 To aid in determining which units have been eliminated in the preceding turn, eliminated British units should be placed in the British Reformed Units box pending determination of any British reformed units [AL the conclusion of the Reinforcement & Reformed Units Phase all climinated units are removed permanent. 19.21 British units which were eliminated by Close Combat or by virtue of having sustained three casualty points are placed in the Reformed Units box with their committed side face up. These units count as one unit each for purposes of determining reformed unit 19.22 British units which were eliminated due to inability 0 retreat or by virtue of having sustained fo casualty points are placed in the Reformed Units box with their uncommitted side face up. Such @ unit is counted as ‘two eliminated units for purposes of determining replacements. 19.23 British units which were eliminated by vitue of having sustained four or more casualty points in fire combat (i.e. there were not enough units of the same group type inthe area to absorb all the casualty points Scored) are not placed inthe Reformed Units boxat all and are immediately ‘emoved from the game instead. Note that the British player does not have the option to give any unit four casualty points until all affected unitsin the fired-on group have each been assessed three casually points, 19.3 Only Bren Carriers are not eligible for determination of reformed units. Even eliminated reformed units could be used to build new reformed 19.4 British reformed units must be placed in a British controlled Victory Point area (maximum of one per area per turn if possible) of the British player's choice before the start of that turn's M/F Phase. Note that this farea may also contain German units. If the British player only controls one Victory Point area all reformed units must be placed there. If he no longer controls a Victory Point area he is not entitled to any reformed unis 19.5 Reformed units have no official lower organization and therefore do ‘ot qualify for the platoon integrity DRM. 19.6 If all eight British reformed unit counters have been used, the British e not able to receive additional reformed units, Eliminated reformed units may not be used again. 20, AMMUNITION SHORTAGES— 20,1 The British player automaticaly suffers from a worsening ammuni- tion supply situation at the start of turn 6and must deduct one from the AV of all non-Close Combat attacks (including artillery) that he makes thereafter. 20,2 At the start of turn 8 the British ammunition shortage worsens again and the British player must deduct two from the AV of all non-Close Combat attacks he makes that tur. 20.3 The presence of a Bren Cartier in a British controlled Victory Point area atthe start of any game turn lessens the effect of ammunition shor ‘ages. Place the Bren Carrier unit on top of the Turn Record Track. For ‘each Bren Carrier unit on the Turn Record Track the British player may ignore the effects of one ‘=1" ammunition shortage DRM up to the max: imum of such penalties currently in effect. EXCEPTION: Bren carriers ‘cannot reduce the effects of ammunition shortages on British artilry iyo dicta oa of sn. Cote nary acs hat ar 20.4 Ammunition Shortage DRMSs do not apply during the Close Combat hase 21, SIDE DETERMINATION— ‘The following rule determines which player shall command each side and thereby gives vent to any player's preferences regarding the relative chances ofeach side. This rule should not be used until both players have played the game at least once. 21.1 Both players must simultancously present a writen, secret bid for command of the British forces. The bid takes the form of a number of Vietory Points granted to the German opponent in exchange for command, ofthe British side. Such a bid may consist of plus or minus Vietory Points| ‘or even0 Victory Points. The player who has presented the highest bid ets command ofthe British forces. His opponent becomes the German player. 21.2 A bids paid for by advancing the Victory Point counter prior to the start of play along the Victory Point rack a number of spaces according 10 the winning bid. For example, ifthe highest bid for command of the British forces was three Victory Points, the German player would start the game With the Vietory Point counter already on the “3" space of the Victory Point Track. If, onthe other hand, the highest bid was "-2" Victory Points the German player would start on the ‘*-2" space and would have to earn two Victory Points before his Victory Point counter even reaches the “0! space of the Victory Point Track 21.3 If the bid isa tie, both players continue to resubmit written bids for simultaneous unveiling until the bids are different. Subsequent bids may be higher, lower, or the same asthe initial id at the bidder's discretion. 22, ALTERNATE COMBAT RESOLUTION SYSTEM— 22.1 Players who fee the uck element oo strong, or who consider“‘card counting” a skill rather than a predictable (and therefore objectionable) alternative to dice rolling may substitute cards for dice when resolving fire impulses if both players agree beforehand. Although this system does not climinate the luck element inthe game (th timing of when the higher and lower numbers are drawn is still very important, it does insure that both players wll havean “average” dice roll of 7” throughout the game. A die ‘must stil be used for Close Combat and fire setting/extinguishing attempts, 22.2 Four ordinary card decks are required, two cach withthe same reverse sides. Two special decks of eards are then constructed; each containing one 2, two 3, three 4s, four 8, five 6s, six 7s, five 8s, four 9, three 10s, to Sacks, and one Queen. The Jack is considered the equal of an“I1" dice ral; the Queen approximates a‘12' dice rol 22.3 Instead of rolling the dice, both players turn over one card ata time from ther respective decks to resolve combat. Once ll 36 cards have been used, the deck is reshuffled, 22.4 Players not wishing to construct their own card sets may substitute the two sets of 36 numbered half-inch counters (hereafter referred {0 as hits) provided in the game, Each player places his 36 numbered chitsintoa cup and draws them one at atime, sight unseen, in place of a fire impulse dice roll, Turn each used chit face down after use, or place in separate cup to be used in turn after the initial supply of 36 random numbers are exhausted 22.8 Should a player inadvertently draw more than one card or cht when ‘resolving a fire combat, both players return thei cards/chit othe unused deck cup for a reshuffie. Should one player somehow end up with more cards/chits than the other, the remaining eards/chits are forfeit, and play is Stopped at that point until the cards/chits are equally distributed into new piles of 36 22.6 An interesting variation of the card/chit system placing even mé emphasis on skillisto allow the players to choose which of their cards/chits they'll use in each attack/defense from their remaining supply of unused cards/chits and reveal them simultaneously. This version allows players the ‘opportunity to control the strength of their attack/defense commitment While attempting to feint or fake the opponent into using his high cards/chits at inopportune times. THE GENERAL Now that you know how to play the game, the next problem is probably who to play it with, We can help you with that problem and many others ‘only through your subscription to our bimonthly gaming magazin. Inthe GENERAL you'll not only read all there is know about this game, bu wil also learn about our dozens of other exciting simulation games. Every full color, 48 page issue is fll of professionally writen articles on the strategy and tactics of Avalon Hill gaming. Here is just @ sample of what the GENERAL offers. ADVERTISING: Our Opponents Wanted column allows you to adver tise, for a nominal charge, for opponents, discontinued games, clubs, ete, Each issue contains hundreds of ads which ae read by our thousands of readers worldwide. The fastest way to find an opponent for this game, ‘whether he be across the street or the Atlantic Ocean, isin the pages of the GENERAL. CONTESTS: Every issue poses challenging game situations for you to decipher and gives you the chance to win free merchandise using the skis you've developed playing Avalon Hill games. Vol. 19, No. will include a STORM OVER ARNHEM contest (0 cnc wih tha sues pei TACTICS & STRATEGY: Learn why you lose or how to win. The nation’s best players and our official staff members write many thought provoking articles on the winning ways ofthe entire gamut of Avalon Hill ‘games. Many issues contain an illustrated sample game with move-by- ‘move commentary by the participants and an expert commentator. If you're having trouble winning with cither sie in this game, you'll want to ‘be sure to get Vol. 19, No. 1 of the GENERAL which will contain articles fon strategy for both sides by players who win handily with either side. ‘VALUE: In every issue you'll find a coupon that can be used to defer postage costs when ordering games directly from Avalon Hill. And when yousubscribe atthe generous two year rate you save over 0% off the cover price of an individual issue. Still not convinced—then atleast order Vol. 19, No. 1 as aback issue (available July, 1982) to see what you're missing ‘and enjoy our in-depth coverage of STORM OVER ARNHEM. Sce the ‘current Parts ist for Pries or request subscription information from: THE 'AVALONHILL GAME COMPANY, 4517 Harford Rd, Baltimore, MD 14, 10 DESIGNER’S NOTES STORM OVER ARNHEM was designed with playability foremost in rind. This should be quite obvious by the length and number of actual rules, What may not be so obvious isthe detailed analysis that went design ofeach rule section. Although many factorshave been abst Jn no way means that they were not considered or included in some form during the design of the game as I hope to demonstrate in the following paragraphs. ‘Much ofthe ability to use exact terrain came from the fat thatthe game ‘uses areas rather than the traditional hexagonal grid to regulate movement land combat, Rather than having to distor the terain to conform to a hexagonal grid as is done in most simulation games, the areas were drawn to fit the actual terrain. In point of fact, the areas were determined t0 a large extent by the city block configuration, lines of sight, and areas of maximum exposure. To illustrate this, let's look at areas 3'and 4. Move- ment between these wo areas would require crossing a street or “area of exposure”. To doso with any degree of assurance of actualy getting to the ‘other side would requite some time and finesse, i. increased movement ‘costs, The sheer physical sizeof many of the blocks posed another kind of probiem. An example here would be the single block composing areas 2and 5: Fire from area 3 could be directed at area 18 without much problem but ‘certainly fire from most vantage points in area 2 could not. Area 11 ilustrates yet another vantage point. One might wonder how a unit located here could fie effectively into area 12 and not into area S. This becomes @ line of sight question. Units defending area 11 are assumed to be located in the most advantageous buildings, the large multi-story factory atthe west tend of the area. From here the units could easily fire over the small sheds located in the eastern half ofthe area, but not over the large ees in area6. Although every area depicted on the board is a litle different, each followed a similat line of reasoning in determining its final boundaries, ‘There are many excellent accounts ofthe British units whieh fought at [Arnhem so a complete order of battle was relatively easy to verily. One exception to this was obtaining the approximate number of men that ac- tually made it to the bridge from Major Gough's recon squadron. Among other problems, the unit was ambushed on the way to the bridge and its lunknown just how many men eventually made it to the bridge. I made my tstimates based on the total number of men noted at the bridge before Gough arrived and what was indicated as the maximum number of defenders at the bridge (600-700) afer their arrival ‘As long as we're counting heads, I'm sure most people have noticed a lack of any British and, toa lesser extent, German heavy weapons infantry units. Contrary to what one might think, they have been included in the feame, although in a somewhat abstract manner. For the British these ‘weapons come largely from the HQ Company, not to be confused with the actual company HQ units. Although no separate counters have been included in the game for this company, these forces have not been over looked, Historically, these units were spread out among the other com: panies ofthe battalion for additional support at platoon and squad level ‘Therefore, when considering the attack factors of each squad, one was faddedif the unit in question had received support from any heavy infantry weapons, ‘The German order of battle proved to be more difficult given the state ‘of refitting that the 9th and 10th SS Panzer Divisions were undergoing at the time. By this time, German units were always at reduced strength, ‘especially when it came to armored vehicles. Careful study of available in: formation resulted in an educated guess that the 10th Recon Battalion would have only 50% of their official listed AFV strength. The Heavy ‘Weapons Company, lke the British HQ Company noted previously, hasits machine guns distributed among the infantry rifle companies of the battalion. Because the unit also included an engineer platoon, 81mm ‘mortars and some self-propelled guns, these were represented by separate counters. One last point concerning the German OB is worth touching on, if only forthe purists among us. At least one popular account ofthe batle ‘makes reference to Mk IV tanks atthe bridge. More importantly, a British battle action summary indicates enemy losses included Mk IVs. Ill hiss true, one might ask why there aren't any Mk IVsin the game, Let's examine the British report ina little more detail rather than accepting it at face value, The report in question lists German vehicle losses at six Mk IVs, one Tiger tank, and eight armored cars and halftracks. Nowhere does it mention any Mk IIL loss, This seems strange since itis known that the Bocholt Training Battalion had 10 obsolete Mk Ills inaction at the bridge. ‘Why then aren’t there any reports of some ofthese tanks being destroyed? Certainly they would be easier than a Mk IV to knock out. It would seem from this, that as was often the case, the Mk IIs were mistakenly recorded as Mk IVS. It becomes even more plausible when one considers that many 1 of the British troops were in combat for the first time. For these reasons and the lack of any hard data on units atthe bridge operating with Mk IVs, ‘went with using only the Mk IIIs in the game To assess the combat units in game terms, each unit (except artillery) was given three basic values, The AF was based on the type of weaponry And whether the unit was supported by heavy weapons. The DF was litle tore involved, but for infantry included such things as morale, training, experience and terrain effects. The DF of armor units was based more on armor thickness than morale or training. Infantry wnits lose much oftheir terrain benefit by exposing themselves to return fite when moving o firing British units generally have a higher terain benefit because ofthe inherent advantage associated with the defensive position in street fighting. Each building occupied by the British was literally turned into @ mini-frtres. With such a large potential for concealment, the Germans were often con {used as fo which buildings were dangerous, occupied strongpoinis, and Found it difficult ro concentrate the required strength agains these critical areas, Armor units are always ata disadvantage in urban areas and gain ‘very lite from the surrounding terrain and consequently lose comparatively Tittle by moving or Firing. ‘One point should also be made with respect to the increase in vulnerability of infantry (DE = 6) when subject 1 an artilery atack while jointly occupying an afea with a self-propelled gun (DF = 2). First itis ‘assumed thatthe armor is drawing artillery fire to the otherwise unknown vicinity of the infantry. Secondly, and possibly more important, there isa morale dependency on armor whenever it i present. Loss of armor support, either by its destruction or withdrawal, could cause the infantry ‘under attack by the same shelling to break andrun, thereby causing further casualties. ‘The core of each game turn, indeed the very heart of the game, lies within the M/F Phase. Through it, Ihave tied to achieve a system with a feel of simultaneous movement’ while retaining the action-reaction sequence so characteristic of street fighting. The defender has the advan- tage, in that the aftacker must chance exposure to move into position, allowing the defender to wait forthe attacker 1o come to him. Command ‘control also becomes an important problem inherent with urban fighting ‘Combat in these areas tends toward the fragmentary commitment of small assault groups which rapidly developes into series of small scale actions at Squad to, at most, company level Units greeted by fire wll urn away from ‘action in piecemeal fashion as they encounter casualties or stfT opposition ‘This is well illustrated within the abstracted time/fire encounters of the multiimpulse M/F Phase. During the close combat phase we see the crescendo ofa full urn ofin- tense, building M/F impulses. Here house-to-house fighting gives way to room-to-room combat and takes its toll on attacker and defender alike, “Anillery cannot help the attacker once he has mingled with the defender. Only by throwing in one unit after another can a block be cleared. This, if for no other reason, was why Frost could not have won. Without tein- forcement, the British would eventualy be bled white by a numerically superior enemy. inthe final analysis, when one considers all ofthe compressed events of planning, execution, and resus covered by each game turn, it becomes {uite easy to accept the passage of six hours (I2 during night turns) in a Single game turn even in a tactical level game. Although most ofthe game is ‘concerned withthe six hour game turn, the longer night turn presents some imeresting effects. The reduced movement cost for moving into an enemy ‘occupied area is fairly obvious, Under cover of darkness, streets can be ‘crossed more safely and small groups can infiltrate between defensive posi- tions. To help deter this infiltration the British set fie to small unoccupied structures in an effort to illuminate the area. For this reason thereis no loss ineffectiveness for attacks made totaly within @ common occupied area ‘The Germans took this technique one step Further and soon set fire to the buildings occupied by the British. The actual numberof attacks doesnot in ‘rease because ofthe greater mobility darkness affords units coupled with the inereased length of a night turnin real time. Artillery attacks as well as, hhormal fire attacks from adjacent areas are reduced ineffectiveness during hight turns because of the difficulties in observation at any but the closest, anges. Finally, night turns allow the shifting of the tactical advantage to the German player on turns 3 and 6. The Germans showed considerable skill at infiltration tactics during the night hours. The German commander atthe bridge, Major Brinkmann, was a veteran of Stalingrad and his ex perience was put to good use as the Germans repeatedly took advantage of darkness to postion troops forthe coming daylight attacks, ‘When [first set out 1 design STORM OVER ARNHEM I wanted to produce, above al else, 8 game that allowed its participants to concentrate fn the strategies of playing the game, rather than memorizing endless rules and charts. To that end I feel Lhave succeeded, GERMAN ORDER OF BATTLE Jerman area (maximum of five units per area): [No more than three armor units per area} Battalion HQ Fed ad Baton 0 one ‘0 Armored Reconnaissance Company ESJEIY Remnants (-) 9th $$ Armor Car Company ar Armor Car Company Light Armored Reconnaissance Company FIT) Heavy Weapons Company Off-board as per Artillery Rules: Arillery Support: Harzer Kampfgruppe Arillery Support: Arillry Support Heavy Weapons Company Ammhem Garrison Units Start in Perimeter Zones A and/or B: a BE ae EA a — sg EI e I 2nd Company Elements (—) Supply Company eB =| a Fea 3 x x xt Reinforcements; Place in Zone C at start of turn 5: = Elements (-), $06th Tank Battalion 2 12 BRITISH ORDER OF BATTLE h areas containing matching setup colors (maximum of ten units per are: 1st Parachute Squadron Engineers 4 3 3 x3 3 oo 3 Company B ( e 3rd Parachute Battalion 3 s Fal fie Elements Ist Reconnaissance Squa 3 2 Start in any British area(s): Company C, 3rd Parachute Battalion Company A, 2nd Parachute Bat 93rd Company, Royal Army Service Corps 16th Parachute Field Amb Off-Board as per Artillery Rules: 13 © {Must place atleast three units in each Victory Point Areal Elements 9th Field Company, Royal Engineers Fest Defense Platoon 3 Air-Landing Ant-Tank Battery, Royal Artillery 2 x xt xt 1st Light Regiment, Royal Artillery HISTORICAL NOTES With the breakout from Normandy and the advance across France and Belgium behind them, the British 21st Army Group reached the Dutch border in the summer of 1944 with high hopes of ending the war by Christmas, To carry out what he felt would be the decisive stroke, Field ‘Marshal Montgomery devised an ambitious plan to cross the Rhine at the Dutch town of Arnhem, drive southwards through the industrial area of the Ruhr and finally into Berlin for the coup de grace, Codenamed Market Garden, the operation required tha three airborne divisions, the U.S. 82nd and IDIst, and the British Ist, be dropped in an attempt to seize five major bridges along a sixty-mile section of road until eventually relieved by ground elements of the British XXX Corps. ‘Although every bridge inthe airborne corridor was important, the prin. cipal objective of the operation was the final arched road bridge at ‘Arnhem. Two secondary bridges located on the outskirts of Armhem to the west were also of importance, especially if the road bridge could not be secured, One was railway bridge and the other a floating ship bridge. The capture of all three bridges, and particularly the massive road bridge, was assigned tothe British Ist Airborne Division, (On Sunday, September 17th the airborne drop began with the first British troops landing virtually unopposed. Because of the rather large distances from their landing zones and their objectives, the Ist Airborne's reconnaissance squadron was organized to race to the main bridge in armored jeeps in hopes of seizing it by surprise. Engineers from the 9th Field Company were also to accompany the squadron in order to remove any demolition charges that might exist on the bridge. Upon landing, however, it was discovered that most ofthe gliders carrying the jeeps had failed to'make the landing zones. It then became the responsiblity of the Is Parachute's 2nd Battalion, commanded by Lt. Col. John Frost to move ‘ut for the road bridge first, closely followed by the 3td and Ist Battalions each proceeding along a parallel but somewhat different route [As Frost's battalion advanced along the main road toward the outskirts cof Arnhem, they reached the turnoff for the railway bridge. Although not the battalion's primary objective it was nevertheless very desirable to gain possession ofthis crossing ofthe Lower Rhine intact. Frost dispatched C Company to secure the railway bridge while he pressed on with the remainder of the battalion, In addition to occupying the bridge, elements ff € Company were to be sent along the south bank ofthe river to the road bridge and assist the remainder of the 2nd Battalion in capturing the primary objective. As C Company approached, however, alarge explosion ‘hook the bridge and the southern span collapsed into the Rhine. With tle choice left, the company Fetraced their steps and moved on to their next fssignment, the capture of the German commandant’s headquarters in ‘Arnhem. ‘Shortly after © Company had turned off for the railroad bridge the remainder of Frost’s battalion came under its first heavy fire, The majority of this fire came from Germans emplaced near the high ground called Den Brink, Units occupying this position could dominate the western approaches to the own. Fully realizing this, Frost ordered B Company to neutralize the Germans occupying the heights and follow up with their ‘main task of capturing the floating ship bridge located between the railway and road bridges. This bridge, though undamaged, waslater found o have hhad its center section removed and towed 10 a dock east of Arnhem. ‘Meanwhile, Frost continued his march to theroad bridge, keeping close to the river with A Company in the lead, t was about 2000 hours on the 17th when the first platoons of A Company reached the northern approaches to the bridge. They quickly (ook up postions under the large toncrete roadway piers. Within a few minutes, Captain Mackay of the Royal Engineers had also reached the northern approaches by another route, His men were ordered to ake up positions in the buildings on the cast side ofthe road embankment, One of the buildings occupied was the ‘Van Limburg Stirumschool (building #1 on the German setup map on page 16), located furthest south on the embankment. From here one would have 1 commanding view of the approach ramp, as well as the eastern approaches to the bridge. After moving to occupy additional buildings on the embankment, the engineers soon discovered that one of the buildings housed a German Headquarters (building #2). Heavy fighting soon ‘erupted, which resulted in a deadly hand-to-hand contest throughout the remainder of the evening. The engineers were finally able to successfully rout the Germans from ther postion while suffering only ight casualties. By this time Frost and his headquarters personnel had also shown up at the bridge and were taking up a postion on the westside ofthe road em: bbankment at the corner of Oranjewachstraat (building #3). Looking out from his position at the north end of the bridge, Frost was amazed atthe lack of enemy reaction, but only half of the prize was his. The southern end ‘of the massive bridge had sil to be oscupied. Assuming that B Company must have by now cleared the enemy opposition at Den Brink and be atthe Floating ship bridge, Frost ried to radio orders instructing them to attack the south end of the road bridge. As during much of the operation, however, Frost found his radio communications with both B and C Com: panies filing, Patrols were therefore sent out to determine ther locations fand obtain B Company's assistance in storming the bridge. By this time, Major Gough and elements of his Ist Reconnaissance Squadron had also arrived at the bridge (building #6) having been delayed en route by a ‘German ambush, By 2085 hours Frost decided not to wait any further and ‘ordered a platoon from A Company 10 move onto the bridge and capture thesouthern end, The attack was quickly repulsed by automatic fire from a pillbox and armored ear located on the bridge. Frost ordered a second Attempt at crossing the bridge this time aided by engineers equipped with a flamethrower and PIAT. Although the attack was once again repulsed, the pillbox was successfully dealt with and the armored car forced t0 withdraw, Before any further atiacks could be mounted, three German trucks loaded with infantry appeared on the bridge from the south in an effort o force their way across the bridge Frost’s men haa litle problem in dealing with these trucks and took most ofthe occupants prisoner. As the ‘evening continued, elements from the Ist Brigade Headquarters unit and a RASC platoon filtered into the bridgehead (building #4). C Company of, the 3rd Battalion had also arrived, having to fight their way through the ‘German blocking forces set up between Frost’ postion and the rest of the Ist Division, Although weak a fist, these German waits now consisted of an effective continuous line By now, the patrols sent out to find Band C Companies had returned. C Company had been found but was discovered to be so completely surrounded that it could not be reached. B Company, although not Tocated, eventually showed up atthe bridge shortly before 0500 hours the next morning, minus one platoon. Dawn of the 18th, the second day at the bridge, was accompanied by the sound of heavy vehicles approaching from the south. Expecting to see the lead elements of the British XXX Corps, Frost and his paratroopers were nomentatily stunned 10 see armor units of a German SS reconnaissance battalion instead, This batalion of the 9th SS Panzer Division had erossed the road bridge at Arnhem one day earlier on its way to reconnoiter the road to the south from Arnhem to Nijmegen, The crossing was made only hours before the first units of Frost's battalion arrived at the bridge. Find ing the Nijmegen area tobe temporarily secure from the Allied paratroops, the commander of the battalion, Captain Grabner led part of his column back to Arnhem to smash what he felt wasa lightly held British bridgehead, A German column of 16 vehicles extended across the bridge. The paratroopers held ther fire until the last moment and then all hell broke loose. At point blank range and from both sides of the bridge ramp, fire poured down on the hapless Germans from machine uns, PLATS, mortars land anti-tank guns. Grenades were lobbed at vehicles from rooftops and Second story windows. Passengers were shot down by a murderous cross fire as they tried to escape from vehicles which caught fire, One halftrack was hit as it tuned for the school on the east embankment and its crew -Bunned down as they dove for the surrounding brush. Unable to advance any further through the British gauntlet o fre the German survivors raced back to the southern end of the bridge. In less than two hours twelve ‘German vehicles had been destroyed in what Frost was to term “a lovely By late afternoon the Germans were once again tying to infiltrate the British positions but this time from the eat using elements ofthe 10th SS Reconnaissance Battalion. (It iat this point that our basic game begins.) This battalion had only recently been transferred tothe control of the 9th ‘SS Panzer Division. With the remainder of the Sth SS Reconnaissance Battalion somewhat blocked o the south of Aralaem by Frosts battalion at the bridge, the unit was placed under the command ofthe 10th SS Panzer Division operating around Nijmegen. To compensate for this the 10th SS Reconnaissance Battalion was assigned to the th SS Panzer Division and siven the primary task of eliminating the British bridgehead in Arnhem. To Aid in its task the Bocholt Training and Depot Battalion was directed to assist them. In addition, a promise of a few Tiger Tanks from the SO6th Heavy Tank Battalion, scheduled to arrive the next day, was also made. With the arrival ofthe Bocholt Battalion, the intensity of fighting atthe bridge markedly ineeased, Batteries of German artillery were called down ‘on the British positions forcing the occupants, a times, into the cellars with the wounded. Attacks on Frost's headquarters (building #8) had pro- sressed (0 the point where some German assaults had tobe driven off with bayonets. Sil, the morale ofthe British defenders remained high. Even so, the battle was quickly turning into a contest of endurance, a contest that Frost knew his men could not win without help. Finally, after managing to contact Divisional HQ, Frost was informed that reinforcements had been Sent to the bridge, To aid their arrival, he sent out patrols in an effort to ‘open a path for them tothe bridge. These patrols were eventually defeated and turned back by armored elements of the German blocking force. By late afternoon the Germans had scarcely penetrated Frost's perimeter despite their repeated assault. With this in mind, Frost and Gough discussed a plan to send a mobile storming party across the bridgeat last light. In the resulting surprise and confusion they hoped to open a passage to elements of the Ist Polish Parachute Brigade previously ‘scheduled to drop south ofthe bridge. The plan was finally decided against for fear of a duplication of the German assault earlier that day. The morning of the Ith brought renewed attacks from the east, many ‘of which centered around the school (building #1) occupied by Captain “Mackay’s engineers. Even after parts of the building were destroyed, the engineers were able to beat off each renewed altack with grenades and ‘machine guns. Other stratepi buildings were also being contested. Many ‘would change hands several times throughout the course of the day as both sides fought with grim determination, If attempts at blasting the paratroopers out of their buildings didn’t work, the Germans would try routing the defenders by firing the building tel, The British responded by extinguishing the fies until the Germans ext off the water supply to the city. Still, the British managed to hold on until the very lst moment before ‘moving to another position. At about 1530 hours lone aircraft banked over the bridge and dove to the attack. Much to the annoyance of the British Red Devils, the plane turned out to be German. As the FW 190 approached from the south it ‘dropped a bomb on the school with tte effect, but as it banked tothe lft near the St, Walburgis Church (building #5) one wing hit the spire forcing the plane to crash into the small lake north ofthe road embankment to the robist cheers of the British onlookers, This emotional relief proved to be short lived. By 1930 hours the first Tiger Tanks had arrived atthe bridge. ‘Their target was once again the school occupied by Mackay's engineers on the east embankment. Down toa fighting strength of less than two doz ‘men, the engineers sil held onto the schoo! in spite of continual blasting from the Tigers’ 88mm guns, “Toward evening it becamte obvious thatthe Germans were successfully reducing and compeessng the British defensive perimeter. Houses were in flames, buildings had collapsed, and. positions were being overrun. Casualties were now so high that all available space for housing them was exhausted. The men had now been fighting, without letup, for over fifty hours and could hardly be expected to endure such punishment much longer. Yet, Frost was determined to deny the Germans the bridge to the end. AL first light of the 20th, the Germans once again resumed their deter- mined bombardment of the buildings occupied by Frost and his men. ‘Ammunition shortages were now making itineveasingly more difficult to thwart the German attacks. The number of paratroopers stil able to fight was somewhere around 150. Over 300 wounded crowded the cellars and 15 basements of the ube still held by the British, Shortly before noon Frost himself was wounded in both legs, requiring Major Gough to take over command Hand-to-hand fighting under the bridge pylons (building 7 & 8) grew more intense as tank movements increased along the river from the east. This necessitated continual counterattacks in ths area by remnants of A Company who sought to prevent the Germans from successfully setting demolition charges on the pier. To the engineers defending in the school, the end seemed to be near. ‘Almost completely cu off from the rest of the batalion and under renewed attacks every hour, Captain Mackay finally issued orders forthe wounded to surrender and the 14 remaining men to evacuate the burning building. For them the fighting would soon be over. Late that afternoon the frst German tanks since Sunday were finally able to cross the bridge from north to south. The British anti-tank guns ‘which had prevented this movement earlier were now under continuous German fire making them impossible to man. By now, Frost's headquarters building (building #3) was burning out of control and the lives of the wounded sheltered there, were in extreme jeopardy. There was nowhere remaining where the wounded could be safely evacuated so Frost regrettably surrendered tothe Germans. Themen sill capable of Fighting were not to surrender, however. They were to move tocother buildings and continue the fighting feom there, With that, the Red Cross flag was hung out and the wounded removed, During the ice the ‘Germans were ableto infiltrate a large number of mea into postions which they had been previously unable to reach. Once the last of the wounded ‘were oUt ofthe way, the shooting started once agai, ‘An attempt was made at this time, under Gough's command to break cout toward the west in small parties in hopes of linking up withthe rest of the Ist Division. But the move was spotted before they had covered fifty yards. Many were wounded or killed. Even so, the remaining paratroopers Tought on throughout the night amidst the rubble, outnumbered, sut- rounded, and with litle ammunition ‘The morning ofthe 2st saw the lst German operation to clear out the paratroopers from the remaining buildings. By 0800 the area surroundi the bridge had been completely cleared of British troops. It would be hours though before the wreckage on the bridge could be cleared and normal vehicular movement across the bridge resumed. During the final hours, one last message was radioed from somewhere near the bridge. Although not received by British headquarters it was picked up by the th SS Disisional headquarters. The garbled transmission ended with the words: “Out of ammunition, God Save the King”. 1 had originally been estimated that the Ist Airborne Division would hhave to hold the bridge for only 24 hours. By that time contact with reli clements from the XXX Corps, advancing from the south was expected. For three days and four nights, against increasingly hopeless odds and without help or teiaforcements one batalion had survived a task assigned to an entire division. Although Market-Garden proved tobe acostly Allied defeat, the performance of the British paratroopers at Arnhem proved 10 be the most gallant and determined action of British arms in the war DESIGN CREDITS— Historical Research & Design: Courtney F. Allen Game Development: Don Greenwood Hox Art: ©Rodger MacGowan Mapboard: Scott Moores Graphics: Dale Sheaffer Playtesting: Alan R. Moon, Wes Coates, Charles Kibler, Steve Spoulos, Martin Anderson, Mark Brownell, Jim Burnett, Larry Cireli, Philip Coveney, Steve Jackson, Mark Kalina, Ed Kovach, Jeff Scarborough, ‘Wade Dudley, Ed Rentschler, Del Tulloch, Bob Smith, Henry Milanskiy Frank Tozir, Thomas Springsteen, Kevin Duke, Douglas Bowman, Phil Studenberg DEDICATION ‘Tomy wife Martine, daughter Stephani, andson Nicolas, whose hours it fought to share.

You might also like