Fallschirmjaeger:
Notes on Scenario 5.1

German Turn 2

by Ric Van Duke



German Air Activities:

The Germans run only air barrages this turn, no drops. Things are looking pretty good. I think I'll use the Ju-87bs on the stacks in 16.19 and 12.21. No AA is in range. (The one in 4.28 is one hex out of range to cover the guys in 12.21; maybe the Dutch should not have pulled them back, but then staying would have given the Germans a easy target.) Hex 16.19 has three units in a village, so to hit I need a 3 or less. The rolls are 3, 6, and 6. One unit is DG, but the loss roll is a 3 for no loss. Now in 12.21, troops in the open again! I need a 4 or less and roll 1, 4, and 6. Two are DG; loss rolls of 2 and 1 give no step losses.

German Movement:

I send three platoons from 12.19 to attack the units in 12.21. The attack strength is 18 against a defense of only 6 (with two defenders DG). At 3:1 odds, I roll a 3 again! Yikes! The +2 gives a 5 for an A1D1. Not too good. I move the one good-order platoon from 9.23 to 5.27 to bolster the defense of the south end of the big road bridge. I shift one platoon from 7.26 to 7.25. Now all ends of all bridges have 2 platoons on them.

German Combat:

There are two potential combats. The attack from 14.18 and 13.19 into 13.18 looks like a 9 to 40. Sounds like I should march the troopers into the sea for all the good that will do. For 12.20 to 12.21 is a 6 to 4.5, so the chances are I will lose something. Better to sit and hold on for one more turn.

Fallschirmjaeger Notes on Scenario 5.1


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