| Division 1 |
10x Squad Bases - 28 Regular Infantry - 2 officers - 6 elites - 1 machine gun - 1 mortar
2x Medic 1x Flamethrower 1x Expert
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8 Squad Bases - 21 Regular Infantry - 5 elites - 2 officers - 1 mortar - 1 MG
1 FLAK 36 AT gun (“88”)
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| Division 2 |
8 Squad Bases - 16 Regular Infantry - 4 officers - 1 machine gun - 1 mortar - 8 elites
2x Expert 2x Medic 2x Flamethrower
8 transport markers (These represent the canvas boats used to cross the Waal river. See special rules).
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6 Squad Bases - 18 Regular Infantry - 1 officer - 1 MG - 3 elites
2x AntiTank
2x StuG III tanks
1 FLAK 36 AT gun (“88”)
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Division 1 (British)
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6 squad bases: - 17 Regular Infantry - 2 officers - 5 Elite Infantry - 1 machine gun - 1 mortar
1x AntiTank 1x Medic 1x Flamethrower
2x Sherman*
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| Strategy Decks |
American reinforcements Assaulter Leadership
British reinforcements British armored reinforcements I
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Ground Support Artillery 2 |
| Starting Strategy Cards |
2 (each) |
2 |
| Operations Cards |
- Elite formations (Official revision: Your squads gain +1 cover and +1 firepower) (Shared). Units on Waal river hexes do NOT benefit from this card!)
- Heavy Fog (Shared)
- Seize the initiative (US & UK each)
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- Elite formations (shared) (Your squads gain +1 firepower and +1 cover).
- Heavy Fog (Shared)
The Heavy Fog card represents the smoke caused by the numerous fires raging in the city.
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| Deployment Zone |
USA Div.1: southern and/or easternmost hexes on map 43A USA Div.2: southern edges of maps 7B and/or 3A during the status phase of round 3 (Scenario reinforcements and events step).
BRI Div.1: on maps 3A and/or 42B during the scenario reinforcements and on events step of the status phase of Round 3
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Div.1: any legal hex on map 2B, 9A, 11A and 1A. At least two units must be placed on each of these maps! Div.2: maps 49A and 51A. At least two units must be placed on each map. |
| Starting Initiative |
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| Objective |
- Allied Major Victory (≤ Round 5): Allies seize all four objectives quickly. Market Garden still has a real chance to succeed!
- Allied Minor Victory (≤ Round 7): Arnhem is lost, but many British and Polish airborne troops are saved. The operation fails, but without devastating losses.
- German Minor Victory (≤ Round 9): Arnhem holds and most airborne forces around it are destroyed. A solid tactical win, but not the major strategic defensive victory of real history.
- German Major Victory (> Round 10): The historical outcome—Market Garden fails completely. The airborne forces at Arnhem are largely killed or captured, Germany gains morale and propaganda benefits, and Allied hopes for ending the war by Christmas collapse.
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| Rounds |
10 (max) |
| Actions per turn |
3 (US & UK total) |
3 |
| Reinforcements |
- |
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| Special Rules |
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PIAT AT-rifles: The British anti-tank squads are outfitted with PIAT anti-tank rifles. They receive +2 range and +2 firepower [rather than the normal +3/+3].
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Fortified buildings: Entrenchments may be placed inside building hexes. Up to three entrenchments may be present in one and the same building hex. Cover is cumulative. However, to benefit from the cumulative cover, any squad in such a hex must be located inside the entrenchment. Note that such cover may yet be increased by the Heavy Fog and Elite Formations Operation cards!
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Smoke rounds: The 2 Shermans that come onto the board with the British forces during the status phase of round 3 [only], may fire two smoke rounds each. Place them with those units or place special ammo markers with them to remind yourself!
Procedure to fire smoke:
As an action, fire a smoke marker (Within range and LOS).
- Target hex
- Determine drift (The drift number is an automatic “3”)
- Place the smoke marker in the resulting hex
- Remove it at the end of the current round during the status phase (Remove tokens)
Designer note: In reality, the smoke dissipated more quickly than intended and desired.
- Combined effort: Each unit participating in a combined fire attack expends an action in doing so.
Example: An American squad wishes to perform a combined fire attack. A British squad and a tank support the attack. After performing the attack, all three units are fatigued and the Allied action turn is over, since both sides have only 3 activations per action turn.
- Once a side can or no longer wishes to take any more actions during a game round’s action phase, the other side may take an unlimited number of actions until all its units have been assigned an activation token, as usual. Nonetheless, it’s considered a single action turn and combined fire may only be used once. However, in this case only, there’s no restriction to the number of units that may participate in it!
- Fire rules are in effect: (See Stalingrad rules booklet)
- River hexes: River hexes may only be entered by vessels and any squads on them. They do not provide any cover and do not block LOS. Movement cost 2 for vessels.
- Strong currents: Whenever a canvas boat wants to move onto a river hex from another river hex, determine drift. The drift number is always 4. If drift occurs and a 1,2 or 3 is rolled, automatically place the boat and the squad on it, that many hexes to the West. I.e. the boat never drifts to the North, East or South! Should a boat end up off board, it is immediately destroyed along with the squad on it! Note that there’s no need to use the North-directional marker, simply roll a black and a red die.
- Deadly artillery: Artillery attack cards hit on a 4+
- Note that collapsed buildings do block LOS (See Stalingrad FAQ)
- Allied cooperation and restrictions:
- The Allies share an action turn, i.e. 3 actions total, not each
- They may not share command points
- They may not benefit from one another’s strategy card effects
- The number of command points on both the US and UK initiative cards is added up to determine initiative.
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Canvas Boats & Squad Transport Rules
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1. Eligibility & Boarding • Only American Division 2 squads may use canvas boats. • To board, a squad must start its activation in a land hex adjacent to a Waal River hex. • The squad and boat, which is then automatically deployed with the squad, are then placed together on an adjacent river hex and become immediately fatigued.
2. Squad Behavior While Embarked • Squads may only be moved with a boat [as the boat’s action]. • Squads cannot take any actions of their own while embarked, incl. a fatigue action (!) • If the boat takes an Advance action, the squad aboard also becomes fatigued, but this still counts as only one action total (the boat’s). • Unit traits (e.g., officer rally bonuses) still apply; unit special abilities (e.g. medic heal ability) do not. • Squads do not benefit from the elite formations card’s effects!
3. Canvas Boat Characteristics • Type: Vehicle • Move: 4 • Armor: 0 • Firepower: 0 • Traits: fragile; transport (1); vessel (A vessel may only enter shoreline and river hexes). • Canvas boats may only perform Advance or Fatigue actions. They may still benefit from card effects.
4. Combat & Damage • Enemy units may attack either the boat or the squad inside it. • If the squad becomes pinned or disrupted, the boat cannot move. • If the boat is lightly damaged, its movement is reduced by 1 (as for any vehicle). • If the boat is destroyed, all squads aboard are destroyed. • If a squad is destroyed while embarked, the boat is immediately removed from play.
5. Landing & Boat Recovery • When a boat reaches a shoreline hex on the destination riverbank: ◦ A fresh, non-fatigued, non-disrupted squad automatically disembarks and becomes fatigued. ◦ The boat is then immediately returned to the American play area and becomes available for reuse by another qualifying squad.
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| Terrain Fueatures |
- 8 entrenchments, 6 barbed wire
- The 5 railroad hexes that cross the Waal and are adjacent to river hexes are considered part of the railway bridge and therefore provide 1 cover.
- The Stream hexes on map 9A represent the moat surrounding the fort Hof van Holland. Squads must begin their movement from an adjacent hex and then stop. They cannot fire while in a moat hex nor use any special abilities. It is impassable by vehicles. Squads can move off normally.
- Ignore the clear hex on map H5A. It’s considered to be a river hex.
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| Further Balancing Rules |
If you play the scenario and players are of unequal skill, the following rules may be used for further balancing.
The Germans are not restricted by the combined effort special rule, i.e. they may add as many units as desired to a combined fire attack and still only expend a single action.
The Allied scenario reinforcements enter play during the status phase of game round 2 rather than 3.
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