Ginkel Heath DZ Y. 18th September 1944 Scenario written by Andy Parkes

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Ginkel Heath DZ Y 18th September 1944 Scenario written by Andy Parkes Overall Situation:- British View 1st Airborne Divison 13:00h, 17th Sept 1944 Holland. The 1st Airborne Division consisted of two parachute infantry brigades and one airlanding brigade plus assorted support units, such as artillery, engineers, pathfinders, etc. Due to the insufficient number of transport aircraft available, the First Lift, on Sunday 17th September, would see the following units transported to Arnhem: 143 dakotas bringing in the 1st Parachute Brigade, 320 tugs and glider combinations bringing in the 1st Airlanding Brigade (less A and C companies of the 2nd Bn South Staffordshires), Major-General Urquhart's Divisional Headquarters, and approximately half of the Divisional units, including two of the three light artillery batteries of the 1st Airlanding Light Regiment, and the 1st Airborne Reconnaissance Squadron. The three drop and landing zones used for the First Lift, DZ-X, LZ-S and LZ-Z, were all situated very close to each other, between six and eight miles west of Arnhem. Twenty minutes before the main formation were due to arrive, the pathfinders of the 21st Independent Parachute Company were to drop a platoon on each of the zones to lightly secure and mark them with their Eureka beacons. The gliders of the 1st Airlanding Brigade were then to land at 13:00 hrs on LZ-S (Reijers Camp), followed twenty minutes later by Headquarters and the Divisional Units on LZ-Z (SW of Wolfheze), and finally, half an hour later, the 2283 men of the 1st Parachute Brigade were to drop on DZ-X (to the West of LZ-Z). The drop zones (DZ) and landing zones (LZ) for the Second Lift were to be protected overnight by the 1st Airlanding Brigade, with the remainder of the Division established in the general area around the village of Wolfheze, bordering LZ's S and Z. Meanwhile the two thousand-strong 1st Parachute Brigade, commanded by Brigadier Lathbury, were to capture Arnhem Bridge and defend it until reinforced by the remainder of the Division. 7 th KOSB s job was to move West towards Ginkel Heath DZ-Y and defend the drop zone to allow 4 th parachute Brigade to land without opposition, they were also to cover the road running from Ede to Arnhem, to hinder reinforcements coming from the Barracks located their. The South Staffs cleared Wolfheze and the surrounding area and set up defensive positions on the North Eastern edge of LZ-S. The Border Regiments task was the secure a position covering DZ-X and LZ-Z, D coy cleared the village of Heelsum whilst C Company headed towards Renkum covering the main road of Utrechtsweg, and setup in the Brickworks located there.

British Player Briefing Situation Lt-Col Robert Paynton-Reid 7th Bn (Galloway) Kings own Scottish Border Regiment (1st Air Landing Brigade) 06:00Hrs DZ-Y Ginkel Heath 18th September 1944 Holland Having landed on LZ- S on the 17 th Sept, the Battalion moved off at 15.00 hours with A company in the lead. A quick check showed that eight gliders had failed to land. A Company is complete, B company is short a platoon, C company had a platoon cast off over England and will come in on 2 nd lift, D company is short one platoon, As far as the support company is concerned they are short four mortars, 1 x MMG platoon of x4 Vickers, and three 6Pdr Atk guns. A company took up positions in their designated area covering the Ede Arnhem road at Planken Wambuis to the East and by 17:00 hrs had skirmished with what turned out to be the battalion band of Wach Bn III and wiped them all out. At 21:00 onwards further attacks occurred from the 4t h and 3 rd companies of the above causing more casualties. You have noticed that radio communications between the companies is nigh on impossible due to the close terrain and that the assault cable for the telephone network has a tendency to snap so line communications is proving difficult also. There is a work camp with Dutch workers located on the drop zone, so this needs to be taken into account with regards defence a minimum of a platoon will be needed, you have ordered D company to complete this task, also there is a road under construction to the South of the DZ which is a high embankment and blocks LOS from the south. The rail line is also an obstacle and provides another linear feature which blocks line of site. Mission To make sure that the DZ-Y is clear of all German troops and that they cannot shoot on any of the landings of the 4 th Para Brigade which is due to occur at 10:00 hours tomorrow. The civilian work camp also needs protection so at least a platoon (x2 Inf, x1 LMG) from D Coy should be sent to guard it, a platoon from A Coy will be guarding the main road. The rest of D company (2x platoons) will attack and clear the woods alongside the café using the A company position as a jumping off point. The D company platoon and B company will provide a base for fire support.

British Deployment, Notes & Special Rules Turn 1 08:00 Hrs Germans Move first. Company positions are shown on map. A Coy located covering main road. All troops dug in, in fighting holes. D Company to attack and clear the woods in vicinity of café as ordered. 16 Plt D-coy (consisting of 2x Inf x1 LMG) to hold the work cabins on DZ. Turn 8 10:40 Hrs Capt Griffiths FOO arrives by jeep at Bn. Turn 10 11:00 Hrs Ammo running low see special rules. Turn 19 14:00 Hrs Game ends, 4 th Parachute Brigade begin to land.. Discipline Rating All MEs are Veteran. Off board Artillery Calls for fire from the off board artillery from all units other than the FOO are subject to a -2 modifier because of problems with the radios in the close terrain. Remember that only ers and the FOO can call for direct support. The FOO moves on the board on Turn 8 and will be available to call for fire on turn 9. Because of more powerful radio equipment, calls for fire from the FOO are only subject to a -1 modifier. If FOO is jeep destroyed all FOO calls for fire will be at the -2 modifier. Direct Fire Support This originates from the South Eastern table edge, and will be given by 3rd Lt Btty, 1st Air Landing Light Regiment RA. All company transport must be placed on table Ammo Supply The troops were starting to run low of ammo and supplies over the course of the 18 th. From turn 10 all 3 mortars cannot fire concentration missions or smoke, Infantry cannot engage targets beyond 5 and Vickers MG s cannot using grazing templates. No smoke available for 2 mortars. Hidden Unit Status All British units count as dug in and hidden units at the start of the game. Flares and Smoke 2 Mortars may fire unlimited dissipating smoke during the game until turn 10. All other on table smoke capable units may only fire smoke once during the game. Off board artillery may not fire smoke or mixed missions. Terrain The area is rough undulating gorse and scrub and thus in game terms provides light cover to all troops stationary within it. It is considered open for spotting. Can catch fire. MG Grazing fire All dug in Vickers can use MG grazing templates up till turn 10. Game Length Game length is 19 turns. Campaign Rules If playing as part of a campaign then use any survivors from 7 th KOSB for the Dreyensweg scenario.

BATTLEGROUP 7 th Bn (Galloway) KOSB Lt-Col Robert Payton-Reid x1 er x1 Jeep (no MG) Defence Section x1 LMG MANEUVER ELEMENTS ME-15 x4 Airlanding Infantry Company BR-P65 A Co. Lt Strang x1 er x2 A/B Inf (1xPIAT) x1 LMG (recon) BR-57 BR-P65 x1 6pdr Atk Gun use BR-46 x1 Jeep (no MG) ATTACHMENTS B Co. Maj M.B. Forman x3 Assault Pioneers (No Flamethrower) BR-51 x1 er x1 Vickers MMG BR-54 x6 A/B Inf (2xPIAT) BR-57 x1 LMG (recon) BR-P65 Organic Fire Support x2 3-inch Mortar BR-56 x1 2-inch Mortar BR-55 x2 Jeep (no MG) Organic Fire Support x1 3-inch Mortar x1 Handcart BR-56 x1 6pdr Atk Gun x1 Jeep (no MG) x1 Vickers MMG Organic Fire Support x1 3-inch Mortar use BR-46 BR-54 BR-56 x1 6pdr Atk Gun use BR-46 x1 Handcart x1 Jeep (no MG) Support Co. Maj Henry Hill x1 er x3 A/B Inf BR-57 C Co. Maj G.M. Dinwiddle x1 er x6 A/B Inf (2xPIAT) BR-57 x1 LMG (recon) x1 2-inch Mortar BR-P65 BR-55 D Co. Maj Gordon Sheriff x1 er x6 A/B Inf (2xPIAT) x1 LMG (recon) x1 2-inch Mortar BR-57 BR-P65 BR-55

I 1 st Air-Landing Light Regiment RA On-Table FO Attachment (Capt Griffiths) x1 Forward Observer x1 Jeep (no MG) BR-52 Off Board Direct Fire Support 3rd Light Artillery Battery Major E Troop Capt x2 75mm Pack Howitzer F Troop Capt x2 75mm Pack Howitzer BR-59 BR-59

HindeKamp Cafe DZ-Y Work Camp N Map Size 6 x4 Road under Construction classes as embankment. Rail Embankment Metalled Road High hedge Woods with under bush.. Cleared Woods. Level 3 covered in underbrush Level 2 covered in underbrush Level 1 covered in underbrush Stream. Rough track

German Player Briefing Situation (Sturmbannfuhrer Paul Helle), 06:00 18th September 1944 Ginkel Heath, Holland. Having sent your Battalion band at 17:00 hours in commandeered trucks to recce the area East towards Oosterbeek, you got reports back from the survivors that they were ambushed and almost wiped out along with Drum Major Sakkel. Then sending in your 4 th company under Bartsch at approx 21:00hrs they were also ambushed along with the 3 rd Company Hink which was placed into the line on their Right Flank. Your troops are not cut out for night fighting against experienced elite troops so you pulled back all your troops and reformed them for a single thrust to destroy what troops are located in this area. Your is currently set up in the café on the main road. You have been ordered to attack with at least four companies forward with a company kept in reserve at the Hindekamp farm. The far left company is to advance through the woods avoiding the known position and sweep around and attack from the East. The far Right company is to advance South and sweep around from the West whilst the two other forward companies advance across the Heath clearing the area around the work camp in the centre of the Heath. Mission To destroy the enemy forces located around Ginkel Heath by Pincer movement.. There is a known enemy position marked on your map that you are aware of. The rest of the area is known to conceal a unknown number of enemy troops.

German Deployment, Notes & Special Rules Turn 1: 08:00 Hrs Germans move first. Battalion and support weapons must set up around the Café. Rifle companies are set up anywhere North of the red line. Turn 7: 10:00 Hrs x3 Armed half tracks (x3 Inf) approach along road from Ede in the West. (Location X) Turn 19: 14:00 Hrs Game ends 4 th Parachute Brigade begin to drop.. Discipline Rating See relevant Orbats On board Artillery Organic Fire Support will be given by 8cm Mortars, Battalion heavy machine guns can be allocated out to separate ME s if required. Due to ammo restrictions mortars cannot concentrate their fire. All company transport must be placed on table Hidden Unit Status No units class as hidden at start of game. Flares and Smoke No units are capable of firing smoke Terrain The area is rough undulating gorse and scrub and thus in game terms provides light cover to all troops stationary within it. It is considered open terrain for spotting. Can catch fire. Game Length Campaign game rules No German units will be carried over to further scenarios

BATTLEGROUP SS Wach -Bataillon III Nord West SS Sturmbannfuhrer Paul Helle TRN x1 er GE-46 x1 Car GE-34 1. Kompanie Johannes BronkhurtsTRN x1 er GE-46 5. Kompanie Hermann Kuhne TRN x1 er GE-46 x9 Infantry x9 Infantry 2. Kompanie Friedrich Ziegler EXP x1 er GE-46 6. Kompanie Hugo Fernau TRN x1 er GE-46 x9 Infantry x9 Infantry 3. Kompanie Karl Hink TRN (a) x1 er GE-46 x6 Infantry HW Kompanie Einenkel Exp x1 er Organic Fire Support x2 8cm Mortar GE-52 x1 2cm FlaK GE-43 4. Kompanie Ernst Bartsch TRN (a) x1 er GE-46 x2 Heavy Machine Gun GE-50 x1 Lt Truck GE-35 x6 Infantry x1 Med Truck GE-36 (a) Above do not receive +1 for no casualties Reinforcements (b) EXP x2 Infantry (1 Pzfaust) x1 Light Machine Gun x3 SdKfz 250/1 GE-49 GE-26 (b) Unknown unit but reported twice by both the 7 th KOSB and the 1 st A/L Recce Sqn.

X HindeKamp Cafe Known Enemy DZ-Y N Map Size 6 x4 Road under Construction classes as embankment. Rail Embankment Metalled Road High hedge Woods with under bush.. Cleared Woods. Level 3 covered in underbrush Level 2 covered in underbrush Level 1 covered in underbrush Stream. Rough track

Victory Conditions The German player earns VPs from both losses he inflicts on the British and also ground captured. Victory Points Table 1VP Each enemy manoeuvre element with 50% casualties or greater 2VP Each enemy manoeuvre element with 75% casualties or greater 1VP Each additional knocked out vehicle or gun. 2 VP Still hold work huts on centre of DZ-Y by game end. 1 VP Each German ME that can trace an un-obstructed line of fire on to centre of DZ-Y. Centre of DZ is where the Z of DZ-Y is marked on the map. British German Major Double the German player VP Double the British player VP Minor More VP than German player More VP than British player Draw Equal VP earned Optional Rules. See http://www.fireandfury.com/scenarios/bhoptionalrules.pdf 1. MG Grazing Fire 2. Sneak Manoeuvre Action 8. Not All Destroyed Vehicles Burn 9. Fire To check if a fire burns conduct the following procedure once for a small HE template, twice for a large HE template and once for each instance where direct fire or close combat involves an HE capable element (in this scenario, mortars and howitzers(not panzerfausts or PIATs)) using TSVG characteristics or any flamethrower then check to see if a fire is started. Throw one die and modify as follows: -5 for water feature -2 for open ground -1 for cleared woods or orchards +0 for Thickets, Brush or Woods with underbrush, Tall Crops or Stone Buildings +1 Wooden buildings or Firing smoke (White Phosporus) +/- for environmental factors (+1 hot and dry, -1 damp or wet, -2 raining) +/- indirect fire factor or tactical factor at 2 range (i.e. +1/+2/etc. for concentration / thickened etc, +4 for flamethrower) -2 if troops spend manoeuvre action trying to extinguish fire (no other movement or firing permitted) -1 for every 4 turns that the fire has been burning. 10 or more Fire starts or spreads. If it spreads it will spread to the closest downwind adjacent aiming points in the BUA or if in the open down wind. If a fire cannot spread downwind as there is already fire burning there it will spread too the nearest available aiming point or combustible area. Fire will not cross a road or water feature. 5-9 Fire continues to burn as before 4 or less Fire is extinguished or burns itself out. Wind direction is East to West for fire purposes. 10. Improved Position Clarification 12. Destroying BUS and Rubble