Arnhem ATS scenarios laser NEW

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Arnhem ATS scenarios laser NEW ARNHEM, HOLLAND, 17 September 1944: As they marched off their drop zones, the
British were only able to reach the Rhine at one of three planned routes. It was the 2nd
Battalion, moving down ‘Lion Route’, that succeeded in reaching the Arnhem bridge. The
Germans obviously understood the Red Devils’ intentions along the Utrechtseweg, so Lieu-
tenant Colonel Fitch detached Major Lewis’ ‘C’ Company and sent it along a side road in
a flanking attempt. The instructions to the lead platoon commander, Lieutenant Wright,
were simply “That’s the bloody way. Get moving!” Following the railway as the evening
light failed, ‘C’ Company made progress, while destroying an armored car, dodging other
enemy soldiers, and losing only one man along the way. In total darkness the company
finally neared the bridge from the north. Major Lewis went forward to report to Brigade
Headquarters as the company closed in on the perimeter. Unfortunately, a reserve from
Kampfgruppe Knaust was forming up nearby. A short-range firefight broke out, forcing the
Red Devils to fight their way forward. Large numbers of the green German troops were cut
down. On the British side, several men were killed and wounded as they maneuvered
through the gardens. As the German command established order, they were able to cut off and capture most of two platoons of British paratroopers.
Thus, of the ‘C’ Company men who had so nearly reached their objective, only some 45 managed to slip into the perimeter.
Night March
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TURN RECORD TRACK
VICTORY CONDITIONS: The British win by exiting 15 Stacking Points
off the south edge of the play area on/between hexes K8–Q8.
SCENARIO SPECIAL RULES:
1. Spotting Conditions are Night.
2. The players set up by alternating unit placement. The German player
begins by setting up one squad. The British player then sets up one squad.
The German player may place squads in no more than seven different
hexes for his set up. The British must use at least eight different hexes,
and each personnel unit after the first has to be adjacent to at least one
other British personnel unit. Leaders and weapons are placed freely dur-
ing set up.
3. The British receive THREE Gammon Bombs.
MAP CONFIGURATION: The Arnhem map is used. Only hexes numbered
8 in hexrows I-R are playable.
1
Elements of ‘C’ Company, 3rd Battalion, 1st Airborne Brigade set up in hexes with a coordinate 2 on/between hexrows I-
Q as per SSR #2:
Elements of Kampfgruppe Knaust set up first in no more than six HEXES numbered 3 on/between hexrows I- Q as per
SSR #2):
MAP LAYOUT:
10
2
3
2
9
2
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Arnhem ARNHEM, HOLLAND, 18 September 1944: SS Captain Viktor Gräbner was awarded
the Knight’s Cross just hours before the British landings near Arnhem. His valuable
armoured reconnaissance group was soon rushed south to check for paratroopers near
Nijmegan. After Gräbner crossed the Arnhem bridge late on the 17th, the British 2nd
Parachute Battalion captured it behind him. When Gräbner returned he found the way
blocked. He decided to rush the British in the morning to catch them napping. At 0900,
Gräbner signalled the charge from his captured Humber armored car by pumping his fist
in the air. The leading three or four armoured cars quickly weaved around wrecks from
the previous night’s action and disappeared into downtown Arnhem, untouched. The
half-tracks struggled to keep up, while behind them rolled a few hapless trucks with the
last SS troopers. When these vehicles neared the first houses, the carnage began. The
first vehicle that drew level with the houses stopped and the second rammed into it,
largely blocking the roadway. British machine-gun and PIAT fire destroyed several ve-
hicles. Sergeant Robson’s 6-pounder from ‘C’ Troop knocked out several others from
his position in the street below the bridge, firing through a hole in the bridge. Still, the panzer grenadiers dismounted and fought their way forward.
The battle lasted more than two hours, with a dozen vehicles destroyed and as many as 80 Germans killed. British casualties were light. The Red
Devils killed Gräbner at some point during the fighting. Ironically, he had won his Iron Cross for an almost identical attack in Normandy.
Gräbner’s Charge
TURN RECORD TRACK
VICTORY CONDITIONS: Before setup, the German player secretly records
one of the following Victory Conditions, which he must achieve to win:
a) Germans win if they have 9 Stacking Points of unbroken personnel in
any one or two building hexes numbered 8 and within two hexes of
hexrow T at Game End; b) Germans win if there are no unbroken British
personnel within two hexes of T18 and/or T19 at Game End; c) Germans
win immediately by exiting 9 vehicles off the north edge.
SCENARIO SPECIAL RULES:
1. Spotting Conditions are Optimal. Place non-burning wreck markers in
hexes T19 and T20. The British receive FOUR Gammon Bombs.
2. During set up the German player lines up his vehicles off-map to enter
at hex T25. All vehicles enter in the same order they line up off-map but
otherwise move normally during the Movement Segment of turn one.
The Germans move firsts during the Movement Segment of turn one.
3. F-KILLed German vehicles must exit along the north edge but do
NOT count toward Victory Condition ‘c’.
4. Place a movement arrow marker in hex T14 facing the T14/S14 and
T14/S15 hexsides. The marker serves as a reminder a LOS may be drawn
across these hexsides as if they are CLEAR during this scenario.
MAP CONFIGURATION: The Arnhem map is used. This is version 2.2 of
this
scenario.
2
Elements of 2nd Battalion, the Parachute Regiment and attached units set up first anywhere EXCEPT hexrow T
(exception: The AT mines may set up in hexrow T):
Elements of the 9th SS Reconnaissance Battalion set up off-map as per SSR #2:
MAP LAYOUT:
9
Arnhem
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8
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3
2
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2 ARNHEM, HOLLAND, 18 September 1944: Major Brinkmann’s 10th SS
Aufklärungs-Abteilung was formed into Kampfgruppe Brinkmann and ordered
to secure the Arnhem road bridge. The Germans arrived to find Frost’s 2nd
Battalion already holding the north end. Disorganized, the Germans were un-
able to make more than harassing attacks before morning. By dawn, however,
German units were pouring into the Arnhem area from all over northern Hol-
land and Germany, and Kampfgruppe Brinkmann was ready to attempt to take
back the bridge. The Germans assaulted the British perimeter from the east,
hoping to secure the length of the highway and ramp on this more exposed
side. Attacking suddenly just after dawn, SS troopers first tried to infiltrate the
British positions under Captain Briggs from Brigade HQ. The Red Devils’
surprise was short-lived, and they quickly revealed the intensity of their deter-
mination to stay put by tossing German grenade bundles back out of build-
ings, striking the attackers with small arms fire, and recovering the lost ground
with fierce close quarters fighting. A German armored rush burst through un-
der the bridge itself, only to meet the withering fire of two 6-pounder AT guns
sited in the streets and skillfully manned PIATs in the adjacent buildings. The attack was brought to a flaming halt. By midday, the Germans had
captured a few of the outbuildings of the British perimeter, but made no headway in the key buildings around the bridge itself. Tight warrens of
streets and houses kept the Germans from coordinating their attacks. Brinkmann’s first try would not be his last.
Brinkmann’s Orders
TURN RECORD TRACK
VICTORY CONDITIONS: The Germans win at the end of any turn if there
are no unbroken British personnel east of hexrow Z OR none in a hex
numbered 14 OR by Controlling 3 of buildings #19, 21, 24 or 27.
The British win immediately if they destroy FIVE or more vehicles.
SCENARIO SPECIAL RULES:
1. Spotting Conditions are Optimal.
2. The British 6-pdrs must set up within EIGHT hexes of P15 and are not
considered in GOOD cover in non-building hexes. The British receive
FIVE Gammon Bombs and ONE Satchel Charge. The Germans receive
THREE Satchel Charges.
3. The British may not use a MOVEMENT impulse on turn one. They
may Infiltrate normally.
MAP CONFIGURATION: The Arnhem map is used. Only hexrows U-II are
playable. This is version 2.1 of this scenario.
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Elements of 1st Parachute Squadron, R.E., RAOC, Brigade HQ Defence Platoon and 3rd Battalion set up first on/behind
(south/west; BEHIND parts of the line that cross hexsides) the line U9-Y9-Y12-DD14-DD17-GG19-GG21-U21:
Elements of Kampfgruppe Brinkmann set up 2 hexes from British set up area:
MAP LAYOUT:
9
Arnhem
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16
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3
5
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6
SP Gun from II SS
Panzerkorps set up
6 hexes from British
set up area:
2 ARNHEM, HOLLAND, 18 September 1944: Having advanced through the darkness
the previous evening, many of Major Murray’s Royal Engineers were sent to the Van
Limburg Stirium School in the shadow of the north ramp of the bridge. There they
spread out to defend the school and adjacent buildings. Murray’s men were reinforced
during the night by elements of 3rd Battalion, part of ‘C’ Company under Major “Pongo”
Lewis. After a whirl of minor nighttime firefights, the British fell back to consolidate in
and around the school, while Captain Briggs led a mixed bag of signalmen, ordnance
specialists and engineers in the ho