Fallschirmjaeger:
Notes on Scenario 5.1

Dutch Turn 2

by Ric Van Duke



Dutch Movement:

Keep them doggies moving: 2/1/Gp Spui moves from 18.24 to 17.22; these guys should make it to the battle. 1/1/Gp Spui and the AA unit move from 15.32 to 12.28, but I doubt these guys will get into the fight. The MG and AA unit move from 4.28 in to the village of Moerdijk in hex 5.28. The engineers move from 12.17 to 12.18, the 2/1/22 RA from 11.24 to 12.22, and the 3/1/22 RA to 11.24 from 11.25. 2/Gp Kil moves from 9.26 to 8.26.

Dutch Barrage:

OK, maybe we have our guns better registered this time. 1/1/22 RA firing into 7.26 needs a 4 or less and rolls a 5 and a 3, inflicting one DG with a loss roll of two. 2/1/22 RA fires at troops in the city hex 13.19. It needs a 2 or less and rolls a 1 and a 2. Wow! the loss rolls are 5 and 4: one unit is lost and the other DGed. 3/1/22 RA fire at 7.26, hammering them again. The roll needed to hit is 4 or less, and the fire rolls are 1 and 5, with a loss roll 3. Not too bad. (Maybe the Germans should land some troopers near the 22 RA to hold them up at least.)

Dutch Combat:

Well, the artillery did a great job on the guys in 13.19, which are the platoons holding the south end of the bridges of Dordrecht. Only one DGed platoon is left. The Dutch hit it with all four engineer units. The odds are 20:6 (Germans defense of 3 divided by 2 multiplied by 4); a roll of 9 on the 3:1 column gives D2R1. Now all victorious units move into 13.19, putting the south end of the bridges in Dutch hands.

Dutch DG Removal:

Done

Fallschirmjaeger Notes on Scenario 5.1


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