Bridge at Zon Airborne #16 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 59th Infantry Division | |
United States | 506th Parachute Infantry Regiment |
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Overall Rating, 5 votes |
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2.8
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Scenario Rank: 839 of 940 |
Parent Game | Airborne |
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Historicity | Historical |
Date | 1944-09-17 |
Start Time | 14:15 |
Turn Count | 19 |
Visibility | Day |
Counters | 18 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 2: 1, 3 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 130 |
AAR Bounty | 165 |
Total Plays | 5 |
Total AARs | 2 |
Battle Types |
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Bridge Control |
Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Reinforcements |
Scenario Requirements & Playability | |
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Airborne | Base Game |
Eastern Front | Maps + Counters |
Introduction |
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Operation MARKET-GARDEN covered the Eindhoven-Arnhem corridor with thousands of British and American paratroopers. One of the many bridges the paratroopers had to capture was the one across the Wilhelmina Canal near the village of Zon. |
Conclusion |
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Expecting only slight resistance, the paratroopers advanced quickly. The 88mm anti-tank guns and mortar fire slowed the advance and allowed the Germans time to blow the bridge. Another water crossing was lost as the hours ticked by and the road to Arnhem grew longer. |
Additional Notes |
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This scenario requires boards and an 88mm (Luftwaffe) from Eastern Front. |
1 Errata Item | |
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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Draw at the Zon Bridge |
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Americans and Germans both get some good leaders, with a mix of Morale and Combat bonuses. The Americans approach the bridge (the objective for both sides) using the woods as cover. The Germans move up from the town and dig in in front of the bridge. The German 88 and mortars shell the paratroopers firing from the edge of the woods. They get a few disruptions, but the Americans quickly recover. Meantime, the paratroopers shoot really well. [Over the course of an hour, they hit snake-eyes twice on the 7 table (11 DF Factors against Dug-in opponents).] One half-platoon flees to the town, and the remaining half-platoon is wiped out in an assault. During the 45 minutes it takes to approach and finish assaulting the dug-in Grenadiers, the German half-platoon in the town recovers and moves up to the bridge. As soon as the Americans clear the assault hex, the Germans blow the bridge, ensuring a Draw. This is not a bad small scenario aside from the victory conditions. The Americans have to keep things moving in order to take the bridge in the limited time, but the Germans can get a draw just by blowing the bridge. Since blowing the bridge is almost a sure thing, it feels like the Americans are just playing for a draw. |
0 Comments |
After a few casualties, not much happening | ||||||||||||
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I decided not to blow the bridge. I didn't want to solo this with the intent of playing for a draw. One side will control the bridge, but what will the body count be? The two reinforcing paras come in pretty quick, together on turn 3. The HMG never arrives, and American OBA only twice. Both sides make for the bridge with everything they have available. There's an intense fight for the bridge, and when the shooting is over the Americans lost one step with the remaining side demoralized, and the Germans lose the full strength Gren and both half steps are demoralized. One runs to town, the other to the woods with the German Captain. German arty kills off the demoralized Americans, but there isn't enough Germans left to get into combat again. The Americans send two platoons after the Germans in the woods, and eventually kill them. The engineers dig in on the bridge, and the German arty can't manage another kill. The engineers manage to recover whenever they take a morale hit, and the Americans are knocking on the town doors as the clock runs out. The Americans hold the bridge and get the victory. The Germans are very fragile. If they can inflict step losses early then the arty might take them over the top, but if they don't do enough damage the arty is unlikely to carry the day. The scenario started intensely, but became a drag after the initial battle. Nothing really wrong with the scenario, just didn't thrill me. |
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0 Comments |