by Ric Van Duke
Here are my notes from a solitaire game I played on 17 June 2001. Scenario 5.1 is a quick three-turn fight for the bridges at the south end of the map. SetupDutch: as per Scenario German: I have used the historical setup twice before and each time the Dutch had a pretty easy win, so this time I took some time and tried for different drop zones to see if I could better the chances for a German win. Hexes 4.25 and 5.27 are historical, with 8/11/1 FJ on 4.25 and 7/II/1 FJ on 5.27. Across the big bridges is where things change: the 6/II/1 FJ on 8.25 with a paradrop supply unit on 8.24 and the 5/11/1 FJ on 10.22. These guys will be my "reserve" and will help hold the road. A paradrop supply on 11.20 and the 4/I/1 FJ on 11.19. The 3/I/1 FJ is split, 1 platoon on 12.20 and the other two will be the village jumpers, with one landing in 13.20 the other in 12.18. The area I have really had trouble with in past games is the other side of the two small bridges at Dordrecht. So I will land the 1/I/1 FJ and the 2/I/1 FJ with two platoons each on 15.19, 15.18 and 16.18. The last paradrop is in 15.18 as well. The idea is to spread things out a bit to give too many targets for the small amount of AA available to the Dutch. (I realize as I write this that the paradrop units could not have landed on Turn 1. There are not enough Ju-52 points for that. They would have to land on Turn 3. 1 really doubt this would have any impact Ric Van Dyke (right) playing Fallschirmjaeger face-to-face this time, against Gary Perkins at HomerCon 2002. on the scenario, but it is a mistake I made. Along with another you will see later.) The guys at the big bridges have the most AA fire against them. I hope at least most of them land as expected, and then I need to take out the artillery and hold on. In Dordrecht it's really rough. Those engineers can be hard units to crack. I must take the bridges quickly and force the Dutch to the offense. On the Dutch side it's a hard fight but doable. The units are really spread out, so pulling in is one of the hardest jobs. And having only half movement allowance for the first two turns makes it even worse. The guys up in 17.35 will more than likely get to the party too late. Fallschirmjaeger Notes on Scenario 5.1
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