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Climax at Nijmegen Bridge WTO (id:#56527)
Multi-Man Publishing (G.I.'s Dozen ID: U04)   [next]   [previous]
Prior Publication: SL 34, ASL Digest # 3.07, DallasCon 93
See Also: Climax at Nijmegen Bridge by ASL Digest
Nijmegen, The Netherlands 1944-09-20 (50 others)
25: Gavin's Gamble (ASL 3 - Yanks)
ABtF07: Among the Bravest (HASL 6 - A Bridge Too Far)
ABtF08: God Save the King! (HASL 6 - A Bridge Too Far)
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)
AL01: It's Hardly Fair (Fanatic Enterprises: Internet)
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)
JF 9: Among the Bravest of the Brave (Jitter Fire III)
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)
GJ101: Van Lennepweg’s Garden (Grumble Jones)
GJ104: Brothers at the Crossroad (Grumble Jones)
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)
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)
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)
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: Adaptation: Pat Ryan
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
American / BritishGerman (SS)
27.083333333333%

Overview:

During Operation Market Garden, the road bridge in Nijmegen was the second of three bridges which had to be secured in order to relieve the British 1st Airborne and throw a force across the Rhine. A task force comprised of a mixture of U.S. paratroopers and the British armored relief column was assigned to take it. They were to cross the road bridge at any cost and link up with the paratroopers who were fighting their way toward the north end of the bridge.
Attacker: American / British (2nd Company, 1st Grenadier Guards and Companies E and F, 2nd Battalion 505th PIR/Company I, 3rd Battalion, 504th PIR/Troop #1, 3rd Squadron, 2nd Grenadier Guards)
Defender: German (SS) (Nijmegan Garrison and elements of 2nd Battalion, 21st SS Panzer Grenadier Regiment)  
9.5 turns
    Players: 99     OBA: American / British     Night: No
Unit Counts:
Squads: A:20.0 D:15.0
AFVs: A:4
Sherman VC(a)
Sherman V(a) x 3

AFVs: D:2
StuG IIIG (L)
Marder II

Guns: A:0
OML 2-in. Mortar Airborne
D:4
2cm FlaK 30 x 2
7.5cm PaK 40
8.8cm FlaK 18

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: +1 LV darkness hindrance after turn 8. US = Stealthy. Brit/Germ AFVs = Elite
Map Board(s):
8 1 3 Show/hide map dependencies
PublicationBoard
ASL 1 - Beyond Valor (3rd Edition)1
ASL 1 - Beyond Valor (3rd Edition)3
ASL 1 - Beyond Valor (3rd Edition)8
Overlays: X7 X14 X18
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2023-10-08(A) Todd Cox vs German (SS) winGermans won. US didn't get to call in but one round of artillery. The 88 was deadly til it finally malfunctioned for several turns, but came back to take out another take. All in all, 3 tanks went down to the 88. Short range of the 7-4-7 troops really hurt I thought.
2023-01-22(D) Ron Garcia vs Darryl M. German (SS) winOld school ASL. Lots of turns, lots of units, not many concealments. I remember playing this way back when when I got GI:AoV and then later when the G.I.'s Dirty Dozen came out. That's when my (same) opponent and I did smash mouth gaming. No finesse, no smoke, no deployment; just in your face see who will flinch (and break) first. Now, with more experience it was interesting revisiting this golden oldie.

Unfortunately, the dice helped me make short work of my opponent. Mine were very hot and his were ice cold. It was so bad that he actually threw in the towel before turn 4 (playing it several times in the past also helped in his decision). I really can't blame him. I even felt guilty getting rate shot after rate shot and then watch his forces disintegrate through horrible MC rolls.

Even so, I think this one is very (too) tough on the Allies. I set my south river forces so they wouldn't get mauled during the turn 1 PFPh. This forced my opponent to make probing attack moves across streets that had nice firelane possibilities. There is plenty of time for them, but the spread out victory buildings forces the Allies to spread out as well diluting their unit advantage. My set up was also designed to keep the British tanks off board until turn 6 or 7 (they come on the turn after the Germans have less squads than the turn number on Board 1). This would take away a significant smoke making and rout path cutting opportunity for the Allies.

Irregardless, it's the south side of the playing area where the scenario will be won. I only put two conscript HS in building R9. The rest of the units were packed into the "castle" victory building area. There is only one avenue of approach due to the surrounding cliffs making hex W8 a death hex. One AA Gun in X6, one in W7 with and entrenched squad, both leaders and a squad and LMG each on the ground floors of the castle, one each deployed conscript HS on the first levels, another conscript in X7 to strip concealment and tie up fire, and the 88L in X4 trained on the 3rd level hex on Board 1 to hamper any OBA, and the Allies would have to be very lucky to make it through that gauntlet. My hope was for my opponent to get his reinforcements on turn 4. That would only give him four squads - one of which at the very least - would have to try for Building R9. Barring catastrophic DRs from the Germans, I don't see how the Americans could reach the castle even if they get the max six squads. Anyway, that's my two cents worth.

Interesting to try once, especially if you played it back when Prep Fire was king and maneuver was an afterthought. With the forces compacted so tightly, it actually plays pretty fast so you could get it done in one long playing session. Recommended more for the Germans than the Allies for sure.
2021-04-15(A) Alberto González Ramírez vs Javier G. German (SS) winQuite balanced.
2002-06-11(A) Fred Ingram vs Dave McLee German (SS) win
2002-06-04(D) Fred Ingram vs Dave McLee German (SS) win
View all or balance report
ActionDate
asloser Added a playing2024-09-24 15:57:57
Pte Parts Linked the scenario to ROAR2024-07-15 00:05:14
Viking_CTO Added a playing2023-10-08 01:23:19
Viking_CTO Rated the scenario2023-10-08 01:20:54
Hutch Updated the Scenario ID2023-03-07 22:34:54
FileDescriptionUserViews
(abtfbridgemassacre.jpg)Imagehoxson11175
(allied-ss new.png)Imagehoxson1896
(u04.gif)Map ImageTwirling1493
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Statistics:
Avg Rating: 6.30Votes: 10
Views: 8472
To-Play list count: 2
Estimated Play time: 11.2 hours
Recorded Games: 8
Archive recorded plays:
American / British0
German (SS)8
Drawn:0

ROAR Data: (as of today)
Climax at Nijmegen Bridge [Confirmed]
[A] American/British 13
[D] German 27
All Rights Reserved. (c)2022 Dave Ramsey.