From: The middle of flyover country
ASL Scenario 110
OOSTERBEEK, HOLLAND, 24 September 1944: By Sunday, D-plus-7, the
beleaguered British 1sth Airborne had contracted into a tight knot
around the village, anchored by positions on the north bank of the
Lower Rhine. Just across the water were friendly forces, but their
every attempt to reach the Red Devils had failed. Within the
shrinking perimeter the situation was critical. Ammunition was short
and for every three men fit for combat, there were two seriosly
wounded. At 1030 hours, a truce was arranged for the transfer of
British wounded into German care. Dr. Graeme Warrack and Major Egon Skalka,
divisional medical officers, who together had arranged the chivalrous
cease-fire, now coordinated clearing "der Hexenkessel"-as the Oosterbeek
perimeter had come to be called-of some 450 wounded. No sooner had this
operation been completed, than the shelling began anew. With it came
a determined German attack intended to push the paratroopers away
from the riverbank and, consequently, their tenuous link with Allied
troops to the south.
Units Human Players
German: Squads, LMG, AFV
British: Squads, LMG, PIAT, AT - Use HIP noted below.
Maps: Two Maps ASL 21, 8
Scenario Length: 7 Game Turns
Victory objective: The Germans win by taking the three VL's. The British win by holding the VL's.
In the absence of a hidden initial placement mechanism, this scenario
has three British units that can "appear" on turn 2, or held for later.
In the spirit of ASL, and to be fair to the German player, please note
the starting hex locations and facing(AT gun) at the start of play. The
British Administration Segment would be a good time. If a German unit
has passed through the designated hex before you place it, choose the next
closest reasonable hex to place the unit. TotH will not allow you to place
a reinforcement in a hex that the enemy controls(last side to have occupied the hex).
Adapted by: genesismwt
< Message edited by genesismwt -- 4/9/2016 9:54:49 PM >
The game is afoot!