by Ric Van Duke
German Unit Reorganization: None (no German leaders this scenario.) Air Availability Determination: None (2 Ju-87bs for each turn for this scenario.) Air Attacks: One Ju-87b on the AA unit in 14.19: if I can take out that flak, then everyone lands as planned in the Dordrecht area. The other Ju-87b hits the AA unit in 5.28 to help the landings by the big bridges. First 14.19: the AA fire needs a 2 or less, but the roll is a 4 for no abort. The air barrage rolls a 2 +1 for terrain (village), loss roll is a 4 so the target is only disorganized (DG). Now on 5.28, the AA fire roll is a 4 (again) no abort, and the air barrage rolls a 4 +1 for terrain (village), no effect. Seaplane, Paradrop, Air Landings: Everyone around Dordrecht will land as planned since the only AA unit is DGed. Up on the big bridges is another story. The Dutch will fire AA at each stack. The 2 firepower from hex 5.26 (the south end of the RR bridge) will fire at hex 5.27 and the 1 firepower from hex 5.28 will fire at hex 4.25. The AA fire rolls from hex 5.27 are 2, 2, and 3. Two units will scatter. First one: a loss roll of 4 destroys one Ju-52, and the scatter roll gives direction 6 distance 8 off the map; the units abort and will come back on Turn 3. Second one: a loss roll of 5 destroys one Ju-52 and a step: the first loss is one platoon of the 7/II/1 FJ. They never even made it to the ground. AA fire rolls from hex 4.25 are 6, 4 and 1. One unit will scatter. The loss roll is a 1, no effect. The scatter roll gives direction 3 distance 6, bringing him back 3 to land at 8.24 with the supplies. German Movement: Strike hard, Strike fast. The two village jumpers move to take the south ends of the bridges in Dordrecht. Three other platoons move to the city hex 12.19 and one platoon to the secure the supplies in 11.20. On the north side of the bridges two platoons move to city hex 14.18, then two to the supplies on 15.18. Now the first combat: two platoons strike the AA unit in 14.19. The AA is DGed so the defense strength is 1 and the attack strength is 12. The combat resolution roll on the 5:1+ column is a 3! Good thing the Germans get the +2 for being assault capable. The adjustment gives a final roll of 5 for D2R1. Good enough to get the north end of the bridges. Now to the big bridges. On the south end I have a total of only three platoons. Not that great. I think it's best to secure the bridges first, so I strike the AA unit in 5.25 with the two platoons in 4.25. So the odds are 12-2 (6-1) and the roll is 11, adjusted +2 for a final 13 yielding D4r5. Got the bridge. But for how long? Now everyone on the north end moves a hex closer to the bridge. German Barrage: None (no German artillery this scenario) German Combat: I think the best target I have is the artillery at 4.26. The 9:2 odds reduce to 5:1. The roll is a 6, giving D2r1: good enough, no advance. German Exploitation: None (no exploit capable units this scenario) German Supply: Not until turn 3 (the last turn) German DG Removal: None for this turn German Air Supply Head Removal: None (No Air Supply heads and no night turns occur during this scenario) Fallschirmjaeger Notes on Scenario 5.1
German Turn 1 Dutch Turn 1 German Turn 2 Dutch Turn 2 German Turn 3 Dutch Turn 3 After Action Report Back to Table of Contents -- Operations #44 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2002 by MultiMan Publishing, LLC. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |