God Save the King! WTO (id:#56152)
Arnhem, The Netherlands
1944-09-20 (50 others)
25: Gavin's Gamble (ASL 3 - Yanks)
ABtF07: Among the Bravest (HASL 6 - A Bridge Too Far)
U04: Climax at Nijmegen Bridge (G.I.'s Dozen)
TB 6: Grinding Forward (Arnhem: The Third Bridge (1st Ed.))
TB 7: Damn and Blast (Arnhem: The Third Bridge (1st Ed.))
TB 8: The End? (Arnhem: The Third Bridge (1st Ed.))
CH 51: The Sonnenburg Hotel (Critical Hit # 3.1)
Z23: Setting the Woods on Fire (Rout Report # 5.2)
GSTK 2: House G (God Save the King)
GSTK 6: Block by Bloody Block (God Save the King)
RBF 8: Germeter by Meter (Recon by Fire! #1)
TOT 40: Ring of Fire (Time on Target # 3)
O74.1: Running a Mook (On All Fronts # 74)
SP131: Pocket Panzers (Schwerpunkt #11)
TAC9: Stutzpunkt Lezongar (Tactiques # 1)
SC12: Climax at Nijmegen Bridge (ASL Digest # 3.07)
NEV1: Making a Break for It (Nor'easter V)
SP141: Broken Beek (Schwerpunkt #12)
S23: Monty's Gamble (ASL Starter Kit #3)
3: Piercing the Veil (Witches Cauldron: Oosterbeek Perimeter)
4: Stand and Die (Witches Cauldron: Oosterbeek Perimeter)
5: Till the Woods Run Red (Witches Cauldron: Oosterbeek Perimeter)
WO04: I Don't Like Retreating (Winter Offensive Bonus Pack 2011)
ATB6: Grinding Forward (Arnhem: The Third Bridge (4th Ed.))
ATB7: Damn and Blast (Arnhem: The Third Bridge (4th Ed.))
ATB8: The End of the 2nd Battalion (Arnhem: The Third Bridge (4th Ed.))
FT173: A Misstep in Lorraine (From The Cellar Pack #7)
J155: It's Hardly Fair (ASL Journal #10)
BBD # 3: Piercing The Veil (Brave But Doomed)
BBD # 4: Stand And Die (Brave But Doomed)
BBD # 5: Until The Woods Run Red (Brave But Doomed)
OO11: Hill 235 (Operation Olive - Gothic Line 1944)
OO13: Counter-Attack at Montecieco (Operation Olive - Gothic Line 1944)
OO14: Back and Forth (Operation Olive - Gothic Line 1944)
OO15: The Charge of the Queen's Bays (Operation Olive - Gothic Line 1944)
OO16: Riposte (Operation Olive - Gothic Line 1944)
AL01: It's Hardly Fair (Fanatic Enterprises: Internet)
YASL#7: Making a Break for It (Nor'easter XX)
25: Gavin's Gamble (ASL 3a - Yanks (2nd Edition))
GS10K: Gunapalooza (ASLOK 2012)
TD 2: Ommeray: Duel of Commandos (Trench of Death #1)
JF 9: Among the Bravest of the Brave (Jitter Fire III)
S70: A Sideshow Affair (ASL Starter Kit #4)
S87: Straight and Fast (ASL Starter Kit Bonus Pack #2)
DTF-16: Panther Cull (Not One Step Back)
GJ101: Van Lennepweg’s Garden (Grumble Jones)
GJ104: Brothers at the Crossroad (Grumble Jones)
CH 51: The Sonnenburg Hotel (Critical Hit #3.1 2022 Reprint)
J210: Moment of Truth (ASL Journal #13)
292: Four Stars of Valor (ASL 16 - Twilight of the Reich)
ABtF07: Among the Bravest (HASL 6 - A Bridge Too Far)
U04: Climax at Nijmegen Bridge (G.I.'s Dozen)
TB 6: Grinding Forward (Arnhem: The Third Bridge (1st Ed.))
TB 7: Damn and Blast (Arnhem: The Third Bridge (1st Ed.))
TB 8: The End? (Arnhem: The Third Bridge (1st Ed.))
CH 51: The Sonnenburg Hotel (Critical Hit # 3.1)
Z23: Setting the Woods on Fire (Rout Report # 5.2)
GSTK 2: House G (God Save the King)
GSTK 6: Block by Bloody Block (God Save the King)
RBF 8: Germeter by Meter (Recon by Fire! #1)
TOT 40: Ring of Fire (Time on Target # 3)
O74.1: Running a Mook (On All Fronts # 74)
SP131: Pocket Panzers (Schwerpunkt #11)
TAC9: Stutzpunkt Lezongar (Tactiques # 1)
SC12: Climax at Nijmegen Bridge (ASL Digest # 3.07)
NEV1: Making a Break for It (Nor'easter V)
SP141: Broken Beek (Schwerpunkt #12)
S23: Monty's Gamble (ASL Starter Kit #3)
3: Piercing the Veil (Witches Cauldron: Oosterbeek Perimeter)
4: Stand and Die (Witches Cauldron: Oosterbeek Perimeter)
5: Till the Woods Run Red (Witches Cauldron: Oosterbeek Perimeter)
WO04: I Don't Like Retreating (Winter Offensive Bonus Pack 2011)
ATB6: Grinding Forward (Arnhem: The Third Bridge (4th Ed.))
ATB7: Damn and Blast (Arnhem: The Third Bridge (4th Ed.))
ATB8: The End of the 2nd Battalion (Arnhem: The Third Bridge (4th Ed.))
FT173: A Misstep in Lorraine (From The Cellar Pack #7)
J155: It's Hardly Fair (ASL Journal #10)
BBD # 3: Piercing The Veil (Brave But Doomed)
BBD # 4: Stand And Die (Brave But Doomed)
BBD # 5: Until The Woods Run Red (Brave But Doomed)
OO11: Hill 235 (Operation Olive - Gothic Line 1944)
OO13: Counter-Attack at Montecieco (Operation Olive - Gothic Line 1944)
OO14: Back and Forth (Operation Olive - Gothic Line 1944)
OO15: The Charge of the Queen's Bays (Operation Olive - Gothic Line 1944)
OO16: Riposte (Operation Olive - Gothic Line 1944)
AL01: It's Hardly Fair (Fanatic Enterprises: Internet)
YASL#7: Making a Break for It (Nor'easter XX)
25: Gavin's Gamble (ASL 3a - Yanks (2nd Edition))
GS10K: Gunapalooza (ASLOK 2012)
TD 2: Ommeray: Duel of Commandos (Trench of Death #1)
JF 9: Among the Bravest of the Brave (Jitter Fire III)
S70: A Sideshow Affair (ASL Starter Kit #4)
S87: Straight and Fast (ASL Starter Kit Bonus Pack #2)
DTF-16: Panther Cull (Not One Step Back)
GJ101: Van Lennepweg’s Garden (Grumble Jones)
GJ104: Brothers at the Crossroad (Grumble Jones)
CH 51: The Sonnenburg Hotel (Critical Hit #3.1 2022 Reprint)
J210: Moment of Truth (ASL Journal #13)
292: Four Stars of Valor (ASL 16 - Twilight of the Reich)
Designer: Russ Bunten
Starter kit scenario?: Deluxe scenario?:
Balance:
German (SS)British
Overview:
The Germans were determined to drive the British from the Arnhem Road Bridge and open the road to Nijmegen. Committing heavy tanks and artillery, as well as flak guns and self-propelled guns, Lt. Colonel Harzer devised a plan to eliminate the British near the bridge. Directing heavy artillery fire from the park at the base of the ramp, Harzer began the gradual destruction of the British perimeter. As the Paras hunkered down in their strongpoints, they could hear the engines on the German tanks turning over. The climax of the battle for the Arnhem Road Bridge was near.Attacker: German (SS) (SS-Panzer Division 9)
Defender: British (2nd Parachute Battalion, 1st Parachute Brigade, 1st British Airborne Division)
11 turns
Players: 2 OBA: German (SS) Night: NoUnit Counts: |
Squads: A:58.0 D:52.0 |
AFVs: A:20 PzKpfw VIB PzKpfw VIE (L) x 2 PzKpfw IVJ x 3 PzKpfw IIIL x 3 StuG IIIG (L) x 2 StuG IIIG SPW 251/1 x 6 SPW 251/sMG x 2 |
AFVs: D:2 Jeep(a) 2 x 2 |
Guns: A:6 8cm GrW 34 x 2 D:3 10.5cm leFH 18 x 2 8.8cm FlaK 18 15cm sIG 33 5cm leGrW 36 x 4 OQF 6-Pounder 7-cwt x 2 OML 3-in. Mortar OML 2-in. Mortar x 2 |
Misc Rules: | ABTF SSR w D: AS, FB6 |
Map Board(s): |
Publication | Board |
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HASL 6 - A Bridge Too Far | MMP: ABTF |
Overlays: |
Errata (source)
The first four “?” in the British OB and the first two “?” in the German OB should be DC, i.e., the British should get four DC and twelve “?”, and the German Group 1 should get two DC and zero “?”. | MMP |
SSR 1: Hex F20 starts ablaze, not hex F21. | MMP |
SSR2: There should be no rubble in hex M15. Hex M15 should contain Shellholes. | MMP |
Players wanting to play this game/Request a match:
Scenario info
Last Played:
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Action | Date |
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Hutch Updated the Scenario ID | 2023-03-07 22:57:08 |
Hutch Updated the Scenario ID | 2023-03-07 22:43:52 |
hoxson1 Uploaded the Board image | 2022-02-01 20:06:56 |
7-0 duval Added a playing | 2021-04-25 20:42:06 |
Kydder Added a playing | 2021-04-24 00:13:27 |
File | Description | User | Views |
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God Save the King (Bridge too Far.jpg) | Image | kevin kenneally | 1440 |
(!ss-brit new.png) | Image | hoxson1 | 739 |
(ABtF big map.png) | Map Image | hoxson1 | 536 |
Description | Uploaded by |
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Scenario's Everyone Should Play Once #3 | Panzer |
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