Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

September 20, 1944, leading elements of the British XXX Corps link up with American 82nd Airborne units to assault and secure the southern ends of the bridges in Nijmegen.
German troops have created a hellish nightmare of obstacles in the streets of Nijmegen to slow the advance. The Allied forces must secure the bridge to allow XXX Corps to proceed north toward Arnhem and relieve the beleaguered British 1st Airborne forces.

 

  American German
Division 1

16th Platoon, No. 4 Company Motor Platoon
4 Squad Bases
▪ 11 Regular Infantry
▪ 1 Officer
▪ 2 Machine Gun Crews

1x Engineer
1x Medic

1 M3A1 Half-Track
1 Bren Gun Carrier
1 QF 6-pounder Anti-Tank Gun

Guards Mortar Platoon
4 Squad Bases
▪ 8 Regular Infantry
▪ 4 Mortar Crews

2 Bedford OY Trucks

4th Troop, No. 1 Squadron, 2nd Battalion Grenadier Guard Armoured Platoon
1 Sherman Firefly Variant (see Special Rules)
2 M4A1 Sherman Tanks

Panzerfaust SMG Platoons
4 Squad Bases
▪ 16 Regular Infantry

2x SMG

Euling and HQ Platoons
8 Squad Bases
▪ 19 Regular Infantry
▪ 4 Elite Infantry
▪ 1 Officer
▪ 2 Machine Gun Crews
▪ 2 Mortar Crews

1x AntiTank
1x Engineer
1x Medic

2x Concealed Concealed

1 SdKfz 251 Half-Track
2 FlaK 36 “88” AT Guns

Division 2

17th Platoon, No. 4 Company Motor Platoon
4 Squad Bases
▪ 11 Regular Infantry
▪ 4 Elite Infantry
▪ 1 Officer

1x Recon
1x Medic

1 M3A1 Half-Track
1 Bren Gun Carrier
1 QF 6-pounder Anti-Tank Gun

Motor Machine-Gun Platoon and Motor Anti-Tank Platoon
4 Squad Bases
▪ 12 Regular Infantry
▪ 2 Machine Gun Crews

2x AntiTank

2 Bedford OY Trucks

5th Troop, No. 1 Squadron, 2nd Battalion Grenadier Guard Armoured Platoon
1 Sherman Firefly Variant (see Special Rules)
2 M4A1 Sherman Tanks

American Forces: 505th Parachute Infantry Regiment
8 Squad Bases
▪ 11 Regular Infantry
▪ 12 Elite Infantry
▪ 1 Officer
▪ 2 Machine Gun Crews
▪ 2 Mortar Crews

1x AntiTank
1x Recon
1x Medic
2x Expert

2 M1 57mm Anti-Tank Guns

SS Tank Hunter Platoon
4 Jagdpanzers (see deployment and Special Rules)

Luftwaffe FlaK Platoon
4 Squad Bases
▪ 13 Regular Infantry
▪ 1 Officer
▪ 1 Machine Gun Crew

4x Concealed Concealed

1 FlaK 36 “88” AT Gun (see deployment and Special Rules)

SS Anti-Tank Platoon
2 Squad Bases
▪ 8 Elite Infantry

2x AntiTank

Strategy Decks Artillery 2
British Reinforcements 1
Morale 1
Artillery 1
Command 1
German Urban Warfare 1, remove the 2 Flieger Korps VIII cards and the Reich Propaganda card
Starting Strategy Cards 3 3
Operations Cards 005 Clear Mines
016 Clear Tank Traps
004 Double Time
054 Shield of Armor

014 No surrender
013 Desperate Defenders
055 Tank Mounted Machine Gun
017 Camouflage

Deployment Zone

Div. 1: The four southernmost hexes on 46A and the southernmost road hex bordering 46A and 49A.

Div. 2: The southeastern hex on 49A, the southernmost hex on 49A, the two southernmost road hexes bordering 49A and 50A, the southern railroad hex on 50A, and the southeastern hex on 50A.

American Forces: The two northernmost clear hexes on 50A, the two northeastern railroad hexes on 50A, and the westernmost clear hex on 50A.

Div. 1: Any hex on maps 47B, 7A, and 42A except hexes containing Mine Fields and Tank Pits (Bombarded Terrain).

Div. 2: Any hex on maps 40B, 44B, and 43A except hexes containing Mine Fields and Tank Pits (Bombarded Terrain). The FlaK 36 “88” AT Gun must be placed on the fountain hex bordering maps 44B and 43A. The 4 Jagdpanzer Tanks must be placed 1 each in the four Tank Pits (Bombarded
Terrain).

Starting Initiative Initiative Token  
Objective
  • Major Victory: Control both Victory Objectives at end of any round.
  • Minor Victory: Control 1 Victory Objectives at end of round 10.
  • Major Victory: Control both Victory Objectives at end of round 10.
  • Minor Victory: Control 1 Victory Objectives at end of round 10.
Rounds 10
Actions per turn 4 2
Reinforcements

See Special Rule *

Round 3 (Status)
Division One
▪ 2 Squad Bases
▪ 8 Regular Infantry
▪ 1 Engineering Specialization
▪ 2 Sherman M4A1 Tanks
▪ 1 M3A1 Half-Track
▪ 1 Bren Gun Carrier
▪ 1 1 QF 6-pounder Anti-Tank Gun

Round 5 (Status)
Division Two
▪ 2 Squad Bases
▪ 8 Regular Infantry
▪ 1 Engineering Specialization
▪ 2 Sherman M4A1 Tanks
▪ 1 M3A1 Half-Track
▪ 1 Bren Gun Carrier
▪ 1 1 QF 6-pounder Anti-Tank Gun

Round 6 (Status)
Division One
▪ 2 Crusader Mk. III Tanks (see Operations Card "Crusader III" (A09))

Round 2 (Status)
▪ 3 Panzer IVs
Special Rules

Anti-tank Units
▪ British and American Anti-Tank guns can be towed by any vehicle other than tanks (AT guns may begin the game towed).
▪ Towing units receive -1 movement points when towing an AT gun.
▪ A fresh squad is needed in the same hex to equip for towing or unhook for deployment. This squad can be inside the towing unit in the same hex and exit to equip/unhook the AT gun. When a fresh squad equips or unhooks an AT gun, that squad and the AT gun are fatigued, and the squad can enter the towing unit only if it did not start the round inside that towing unit. The towing unit is not fatigued and may take actions normally. Squads inside towing units are placed on offboard tokens as normal but AT guns remain with the towing unit.
▪ The AT gun can only take actions the next game round after it was unhooked (otherwise it will move with the towing unit if equipped for towing).
▪ Once unhooked, the stacking limit is reached: one fatigued squad, one AT gun, and one towing unit (if there are other units in the hex the action cannot be performed), and the AT gun follows normal special equipment rules.
▪ Towed AT guns cannot attack while towed.
▪ The AT gun does not take damage if the towing unit is attacked but is destroyed if that towing unit is destroyed (along with any squads in the towing unit).
▪ Attacks can only target the towing unit and no cover/armor is applied to the AT gun because there is no separate attack roll for the AT gun.
▪ The towing unit and AT gun are considered as one vehicle for stacking purposes. When unhooked the towing unit and AT gun are then counted as two vehicles for stacking purposes.
▪ Follow normal special equipment rules for all AT guns.

British Reinforcements
British forces can receive reinforcements from the western road hex bordering maps 43A and 46A after round 6 as long as they control that hex.

Determining Control over Objectives
In any round other than round 10, during the Command Phase step one: Determine Control over Objectives, if the Allied forces control at least one Victory Objective, remove the German Artillery Deck I. Any cards in the German HQ or Play Area remain. German forces cannot recover this deck even if they retake control over the lost objective (even if they control both objectives).

Flak 36 “88” AT Guns
▪ German Flak 36 “88” AT Guns can begin the game concealed.
▪ The German Division Two Flak 36 “88” AT Gun in the fountain hex bordering maps 44B and 43A cannot move but can rotate 360 degrees for Attack or OP Fire (the other Flak 36 guns can move per normal special equipment rules).
▪ The Flak 36 is destroyed when heavily damaged.
▪ A fresh squad or squad in Op Fire must be in the same hex (also in an entrenchment in same hex) to activate the Flak 36.

Half-hexes
▪ Follow Stalingrad rules for road half-hexes that border the map edges. Vehicles can use these hexes but cannot end their movement on a road half-hex.
▪ The road hex in-between buildings in the center of map 44B provides line-of-sight for units attacking or OP Fire. This road is also usable for vehicles but vehicles cannot pass over the Tank Pit unless there are no units (Jagdpanzer is destroyed), and must use Bombarded Terrain rules.

Jagdpanzer Tanks
▪ Jagdpanzer tanks receive +1 cover from Tank Pits (Bombarded Terrain). These tanks can fire only in a three-hex wide cylinder and only in Op Fire or using a Fire and Move action (they can fire in the same threehex cone using machine gun fire via the Tank-Mounted Machine Guns card).
▪ Jagdpanzers can spend an action to turn 1 hex and face a new direction (left or right). This action can be a Fire and Move at a cost of -1 to firepower (Infantry and Vehicles).
▪ If lightly damaged, Jagdpanzers can still turn but when taking a Fire and Move action they take an additional cost of -1 to firepower for a total of -2. They still take a cost of -1 to firepower and -1 to armor per the normal lightly damaged rules.
▪ Heavily Damaged Jagdpanzers cannot turn or move (or Fire and Move) and have the normal -1 to armor and firepower is 1/2 (rounded up).

Mortar Units
Mortar units on the top level of level one building hexes except for the two building hexes on Map 7A (The Belvedere) can fire normally (mortar units cannot fire inside level zero building hexes).

Multi-Level Buildings
▪ Multi-Level Buildings use Stalingrad rules (squad movement/attack and destructible buildings).
▪ The Building Hexes (The Belvedere) on map 7A use a level one and a level two. Units not adjacent to the level two building hex can target this hex but must use level two hill rules (the forest hexes create blind hexes because they obstruct line of sight, see pages 23-25 of the Next Wave Rules of Play book). The level two has an entrenchment that provides additional cover to a squad (+3 for the building and +2 for the entrenchment). This is the only building hex that can have an entrenchment (only this single entrenchment, Engineers cannot add more entrenchments to this building hex).

Razor Wire
German units in hexes with razor wire can fire at full firepower, British/American forces follow normal rules and fire at half-firepower.

Sherman Firefly
▪ Sherman Firefly variants receive +2 to range and +2 to firepower for both Infantry and Vehicles. Place a onepoint British Objective Marker under each Firefly.
German forces gain one command point for each destroyed Firefly tank (only once).
Stats
• Base Movement: 4
• Armor: 4
• Against Infantry: Range: 5, Firepower: 5
• Against Armor: Range: 8, Firepower: 12
• Concussive Firepower: Receives +3 range and +3 firepower when attacking a squad in a building or pillbox.
• Overrun: May move through an enemy-occupied hex, pinning all squads present (+1 movement cost per enemy unit).
• Sturdy: Being lightly damaged by Op Fire does not cause a Heavy Vehicle to become fatigued.

Truck Movement
Trucks can only move along contiguous roads at 1/2 movement cost instead of the normal 1/3 movement cost.

Terrain Features
  • Stream is deep
  • Buildings are destructible using Stalingrad rules

 

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