by Ric Van Duke
Dutch Ship withdrawal: None (no ships this scenario) Dutch Unit Reorganization: None (no Dutch leaders this scenario) Dutch Air activities: None (no Dutch air units this scenario) Dutch Movement: 3/Gp Spui moves up to 16.19 from 19.19. 'The engineers move to 13.18 from 13.17. (This I realize now was an illegal move. During play I thought there was a bridge from 13.17 to 13.18; there isn't. To get there they would have had to go to 12.17 then to 13.18. But with only 3 move points they could not have done it. It would cost 1 in 12.17, then 1 +2 for zone of control (ZOC) in 13.18 for a total of four. Although I think the outcome of the scenario would have been nearly the same, this certainly would have changed things.) The engineers move to 12.17 from 10.17. The 2/1/Gp Spui moves to 18.24 from 20.27. The 1/1/Gp Spui and the L/Nu/2 AA move from 17.35 to 15.32. (If these guys have any effect on the battle it will be a miracle.) The 22RA artillery moves from 12.28 to 11.26, then spread out so as to not make too good a target for a Ju-87b: one to 10.25, another to 11.24 and last to 11.25. This also gives me pretty good coverage of the area of operations with the artillery. The 2/Gp Kil moves from 9.29 to 9.26. MG/3GB and Z/Mo/2 AA move to 4.28. These moves get the AA out of harm's way and give it more defense with the MG unit. 4.28 is a Field Works hex so that does offer some protection also. All of 1/Gp Spui move from 12.22 over the river to 12.21. This half movement is a real pain! Dutch Barrage: Time for a little payback. 2/1/22 RA fires from 11.24 to 12.19. Target: Troops in a city, HE quick! Elevation 900! Charge nine and-oops, my heavy mortars days are slipping in here. OK back to the game: since the targets are in the city they get a +2, so I need to roll a 2 or less. The rolls are 5, 4 and 3. Rats, nothing there. 3/l/22 RA fires at 9.23 where there are troops in the open, my favorite target type! I need a 4 or less. The rolls are 2, 2, and 5. Got 2 DG results; the loss rolls are 2 and 4. No step losses, just DG. Now 1/1/22 RA fires at 7.26, more troops in the open. Again I need a 4 or less; the rolls are 5, 6, and a 6! Big nothing. Well, that was not nearly as effective as I had hoped. Dutch Combat: Only one combat is possible, the engineers in 13.18. But the defense is 24 in hexes 13.19 and 14.18. Seems a bit risky at the moment so I'll hold tight. Time at this moment is on the Dutch side. Let the troops come to the sound of the guns, then attack. Dutch Exploitation: None (no exploit capable units this scenario) Dutch Supply: Not until turn 3 (the last turn) Dutch DG Removal: None for this turn 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 |