by Ric Van Duke
German Air Attacks: Well, it all comes down to 13.19, the south end of the Dordrecht bridges. I'll send both JU-87bs against it. It's a city so I need a 2 or less to hit. The first Stuka rolls 3, 4, 4, and 4. Now the second one rolls 5, 5, 5, 6. Drat! I guess those engineers know how to hide in the city! German Air Landing: One platoon that aborted on the first turn drops. He will scatter. I pick 9.20 as the intended landing hex; a scatter roll for direction 3 distance 7 puts him in the orchard in 16.16. With the 3 hex correction I land him in 15.18 so he can get into the fight. German Movement: The only chance to overrun hex 13.19 is with one platoon from 11.20. That would make the odds 6:80. Yeah, right. So I move everyone I can up next to 13.19. I hope I have enough to make a creditable attack, but I think not. On the big bridges I move one platoon from 7.25 to the south end at 5.27. German Combat: This is it. Going for it all on 13.19. The defense strength is 80 (20 x 4). Let's see what attack we can muster: the total strength is 22.5 for odds of 1:5, off the bottom of the chart. The Germans lose one step, while the Dutch take no losses. Rats. German Supply: Everyone is in supply. German DG removal: Done 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 |