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Arnhem

Operation Market-Garden
September 1944

Exclusive Rules

Copyright © 2004 Decision Games, Produced under license to Decision Games Fortrose, Scotland.

Contents

[10.0] Introduction

Arnhem is a simulation on the operational level of combat between German and Allied forces during Operation Market-Garden in September of 1944. Three Allied airborne divisions were dropped up to sixty miles behind German lines in an attempt to establish a bridgehead over the Neder Rijn at Arnhem.

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[11.0] City Hexes

General Rule:

Certain hexes on the map are designated City hoses. These hexes are treated exactly like Town hexes with the following exceptions. (Note: The computer AI will always attempt to reduce the retreat move by 2 hexes).

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[11.1] Effects on Combat

Units occupying, entering or retreating into City hexes may reduce all remaining retreat results by two hexes. Thus a remaining retreat of D1, D2 or Br may, at the Owning Players option, become 'no effect" results; A1 or A2 may also be treated as no effect' results. All elimination' results are treated normally. A D3 must result in a retreat of at least one hex, and a D4 must result in a retreat must result in a retreat of least two hexes. in all other ways, units in City hexes are treated as though they were in normal Town hexes. [Airborne artillery receive no reduction.]

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[11.2] Negation of Special Combat Effects

All units receive the above benefits, except when surrounded (with all six boxes adjacent to the unit occupied by Enemy units or Enemy Zones of Control). When surrounded, only Allied Airborne and glider units receive the special benefit. In all cases, attacks against units in city hexes are resolved using the 'Town' Differential Line on the Integrated Combat Results Table.

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[12.0] Canal and Rail Bridge Demolition

General Rule;

All Canal and Rail Bridges on the map are wired' for demolition. At the instant the first Allied unit moves into a hex of which one (or more) hexsides is a Canal or Railroad Bridge, the German Player, at his option, may attempt to demolish the bridge. A die is rolled to see if the bridge is demolished.

Clarification: Highway Bridges are non-RR bridges over rivers. Canal bridges are non-RR bridges over canals.

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[12.1] Demolition

[12.11] When Bridges Are Demolished

A die is rolled for demolition immediately, no matter what the Phase, whenever the first Allied unit moves into any hex of which the bridge forms a side.

[12.12] How Bridges Are Demolished

A die roll of "1" or '2" by the German Player, if he chooses to attempt demolition, is considered to demolish the bridge. Note that demolition is entirely at the option of the German Player; he is never forced to attempt demolition (Note: The computer AI will always attempt to demolish all bridges at the first opportunity).

[12.13] If Demolition Succeeds

If demolition of a bridge succeeds, note 'is immediately made of the fact that the bridge no longer exists. The hexside is treated as if it were a normal Canal or River hexside, subject to all considerations. This change in the status of the hexside is effective immediately.

[12.14] If Demolition Does Not Succeed

If demolition of a Bridge does not succeed, the Bridge is considered to be intact for the remainder of the game. No attempt may he made to destroy the bridge at any other point in the game.

[12.15] What Bridges Are Subject to Demolition

Only Canal and Railroad Bridges are subject to demolition. Highway Bridges over Rivers are never subject to demolition at any point (see Terrain Key). All Bridges' effects on Movement are identical.

[12.16] How Bridges Are Repaired

Only Canal Bridges may he repaired. They may only be repaired by the Allied Engineer unit (see Section 13.0). Railroad Bridges may not be repaired.

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[13.0] Allied Engineer Unit

General Rule:

The Allied Engineer unit is an abstracted unit which represents the various Engineer organizations available to the Allied ground forces in the game. The Engineer unit is able to perform certain special functions: 1) It may repair previously demolished Canal Bridges. 2) It may assist Allied airborne infantry units only) in crossing River hexsides. It may perform either of these functions any number of times.

Cases:

[13.1] Repair of Previously Demolished Canal Bridges

To repair a previously demolished Canal Bridge the Engineer unit must remain stationary in a hex adjacent to the demolished Canal Bridge hexside free of Enemy Zones of Control for an entire German player-Turn If the above conditions are met, the Bridge is considered to have been repaired and functions as a normal Bridge for the remainder of the game.

The Engineer unit may repair as many Bridges as it is adjacent to in one German Player-Turn.

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[13.2] Assisting in River Crossing and Assault

[13.21]

When, during any Allied Movement Phase, the Engineer unit is adjacent to a River hexside the Allied Player may use it to allow airborne and glider units to cross the River in that or subsequent Movement Phases. This is done provided the Engineer expends no additional Movement Points during that Allied Player-Turn, and is free of Enemy Zones of Control.

[13.22]

In order for an airborne or glider unit to use the Engineer unit in crossing the River, it must pass through the Engineer unit's hex and then into the hex on the other side of the River (or vice-versa), paying the appropriate cost for the terrain in the hex. The crossing unit does not pay any additional MPs for the River hexside.

[13.23]

Airborne and glider units may pass through all hexsides adjacent to the Engineer unit. They may cross the River with aid of the Engineer unit into an Enemy-controlled hex. (Airborne artillery units may not make such crossings.

[13.24]

One airborne or glider unit may end the Movement Phase stacked with the Engineer unit. The unit must attack one adjacent Enemy unit through a River hexside to which it is adjacent. This is a special exception to the files prohibiting stacking and attack through River hexsides. The attack is resolved on the Stream line of the Combat Results Table. If it is unable to advance after combat through the River hexside, it is immediately eliminated.

[13.25]

Allied units may never retreat after combat through any River hexside.

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[13.3] Replacement of Engineer Unit

If the Engineer unit is eliminated, it re-enters the game map on the following Allied Movement Phase at hex 0105 or 0106. This represents a replacement unit and the destroyed unit does count towards Victory Points.

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[14.0] Artillery and Ground Support Points

General Rule:

Restrictions are placed on the use of Ground Support Points and the use of Artillery units and their ability to function in the game. These restrictions reflect the poor coordination of Artillery and Allied Tactical Air Support.

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[14.1] Restrictions

[14.11] Ground Support Point Restrictions

Only the Allied Player receives Ground Support Points; these points may only be applied as FPF or Barrage Strength Points within three hexes of any Allied non-airborne unit.

[14.12] Artillery Restrictions

Neither Player may use more than two Artillery units in any single combat in any Phase for either Barrage or FPF. There is no such restriction for Ground Support Points.

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[15.0] Reinforcements General Rule

Both Players receive Reinforcements. These appear during the Owning Player's Movement Phase on the Game-Turn indicated on the Reinforcement Schedule. The Reinforcement Schedule states the Game-Turn of appearance, the number of units, the Strength and Movement Value and specific hex or map edge on which they enter.

Procedure:

During his Movement Phase, the Owning Player places a Reinforcing unit in the scheduled hex or on any map edge hex between the specified hexes (inclusive). The Owning Player may place them at any time during his Movement Phase.

Cases:

[15.1] Movement of Ground Reinforcements

[15.11]

Reinforcements are presumed to be poised adjacent to the map. When placed on the map a Reinforcing unit expends Movement Points to enter the entry hex according to the Terrain Key. In almost all cases, the Reinforcements are entered onto a hex which has a road leading off the map; these units expend Movement Points at the road movement rate to enter the map.

[15.12]

In several cases, more than one unit is scheduled to appear in the same hex on the same Game-Turn. These units are deployed off map, one behind the other, with the lead unit poised adjacent to the map entry hex itself. If the entry hex is a road hex, a hypothetical road may be presumed to stretch off the map, away from the entry hex.

[15.13]

As each unit enters the map, it will pay the cost for entering the entry hex, plus any additional cost for any hypothetical clear terrain hexes that it would have to traverse to reach the entry hex. If units are entering on a road hex, they are considered to be moving through hypothetical road hexes until they reach the map. Example: The lead unit in the column would pay ½ Movement Point to enter the map; the second unit would pay 1 Movement Point to enter the map; the third, 1 ½ Movement Points, etc.

[15.14]

Once on the map, Reinforcements may be moved normally. The Owning Player may begin the arrival of his Reinforcements at any time during his Movement Phase.

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[15.2] Restrictions

[15.21]

Reinforcements may not enter a hex which is, at that point, occupied by an Enemy unit. A Reinforcing unit may enter an Enemy-controlled hex (but it must cease movement therein).

[15.22]

If, and only if a scheduled entry hex is occupied by an Enemy unit, or a Friendly unit in an Enemy Zone of Control, the Reinforcing unit may enter the nearest unblocked map edge hex to the scheduled hex, in the direction of the nearest Friendly unit.

[15.23]

A Player may deliberately withhold Reinforcements from Game-Turn to Game-Turn. bringing them into play (if at all) on some later Turn.

[15.24]

Regardless of whether a Reinforcement unit is brought into play on its scheduled Turn, it must appear in its scheduled hex or alternate (see Case 15.22).

[15.25]

Until they enter the map. Reinforcements have no effect on play; they may in no fashion attack Enemy units or hinder their movement until they enter the map.

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[15.3] Airborne Reinforcements

Only the Allied Player receives airborne reinforcements. These reinforcements are treated differently from normal reinforcements, according to the following rules. (German reinforcements designated as airborne are treated as normal infantry units.)

[15.31] How Airborne Reinforcements Arrive

On the Reinforcement Schedule, airborne Reinforcements are listed as arriving within one hex of a specific hex. During his Movement Phase. the Allied Player may place the airborne Reinforcements anywhere within one hex of the specified hex. Only one unit may be placed per hex. Airborne Reinforcements may arrive in an Enemy Zone of Control; they may not arrive in an Enemy occupied hex. If forced to arrive in an Enemy-occupied hex, they are immediately eliminated.

[15.32] Movement Restrictions on the Turn of Arrival

During the Turn on which airborne Reinforcements arrive on the map, they have a Movement Allowance of three. They are considered to have expended four Movement Points upon arrival. After their initial Game-Turn on the map. airborne units may use their full, printed Movement Allowance.

[15.33]

Airborne units may not land in hexes occupied by Friendly or Enemy units. If airborne units are forced to land in any occupied hexes. they are eliminated instead.

[15.34] Delay of Airborne Reinforcements

Airborne Reinforcements may only be delayed if Weather Rules are being used. If the Allied Player chooses to delay his airborne Reinforcements, they may arrive on any subsequent fair weather Turn.

[15.35] Airborne Supply Drop Zone (DZ) Counters

These counters are not units, but represent the 'center" of the airborne division's operating areas. (It was necessary for command and control purposes, as well as supply to keep the division cohesive.) These counters do not have a Zone of Control or a Combat Strength. Both Players units may freely move through them, or end the Movement Phase stacked with them. They may never be destroyed, although they may be overrun by German units. See the rules relating to Lines of Communication (17.3).

[15.36] Placement of DZ Counters

In Scenario 18.1, DZ counters must be placed in the specified hexes. In Scenario 18.2, they may be placed in any hex at the Allied Player's discretion. Before play begins, the Allied Player secretly notes the numbers of the hexes in which he wishes, to deploy his DZ counters. The German player then places his initial forces. After the German units are in place, the Allied Player places the DZ counters as he has noted them. Play of the game then begins.

[15.37]

The Allied Player may deploy his DZ counters anywhere on the map, within the following restrictions:

1.) The hex of placement must be at least three hexes away from the nearest City hex or Bridged hexside.

2.) DZ counters must be placed at least 14 hexes away from each other.

[15.38]

It is possible for DZ counters to be placed in a hex occupied by German units. This has no effect on the combat value of the Allied units scheduled to drop around that Drop Zone counter.

[15.39]

Optionally, the Allied Player may delay placement of any or all DZ counters until later Game-Turns. The placement of these DZ counters is noted at the beginning of the game, but placement may be delayed until after the first Game-Turn. The Turn on which it is to be placed must also be noted at the beginning of the game. The airborne units of the division bearing the number of the delayed DZ counter(s) may not be dropped until the DZ counter is placed on the map. The DZ counter may not be placed during any Poor Weather Game-Turn (see Case 16.11).

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[15.4] Exiting the Map

Only the German Player may exit his units from the map. An exiting unit must expend Movement Points to enter an imaginary hex presumed to he adjacent to the map edge. The terrain in this imaginary hex is presumed to be similar to the terrain in the hex from which the unit exited.

[15.41] Where German Units Are Exited

German units may only exit the map in certain areas. They may exit the west side of the map between hexes 0601 and 2301, inclusive. They may exit the east side of the map between hexes 0126 and 2726, inclusive. German units may not voluntarily exit from any other map edges.

[15.42] Effects on Exited German Units

German units which exit the map are available as reinforcements. They may be taken as reinforcements on any subsequent Game-Turn. Units which exited the west side of the map are available as reinforcements only on the west side of the map between hexes 0601 and 2301, inclusive. Units which exited from the east side of the map are available as reinforcements only on the east side of the map between hexes 0126 and 2726, inclusive.

[15.43] When Units May Exit

German units may only exit the map during the Movement Phase of the German Player-Turn. A unit may not exit the map as a result of combat. If it does so, then it is eliminated.

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[16.0] Weather

[Optional In the Historical Scenario, Mandatory In the Alternate Plan Scenario]

Commentary:

The weather throughout Operation Market-Garden was of considerable importance. The last three days of the operation, for example, made it impossible for Allied aircraft to operate effectively.

Some [Montgomery, for example] contend that, had the weather been better, the Allies would have won the battle decisively. September weather around the North Sea is variable, at best, but the Allies did not have particularly good luck.

General Rule:

There are three grades of weather: Good, Fair and Poor. Weather on the First Game-Turn is considered to be Good in all Scenarios. Beginning on the Second and all subsequent Game-Turns, the Allied Player rolls a die to determine the weather for the entire Game-Turn.

Procedure:

Immediately preceding the Allied Movement Phase, a die is rolled. A die roll of 1 means that the weather remains the same as ii was on the previous Game-Turn. A die roll of 2 means that the weather is Good. A die roll of 3 or 4 means that the weather is Fair. A die roll of 5 or 6 means that the weather is Poor.

Cases:

[16.1] Effects of Weather on Airborne Reinforcements

[16.11]

When using the weather rules, Allied Airborne Reinforcements must arrive within seven hexes of the Drop Zone Counter which matches their divisional designation. They may not arrive in any City hex or any hex adjacent to a City hex. (When not using this rule, Airborne Reinforcements arrive in the hexes specified in Case 18.13.)

[16.12]

Allied Airborne Reinforcements arrive only during Good and Fair Weather Game-Turns, as follows:

On the first and all subsequent Good Weather Game-Turns - 25 Airborne units of the Allied Players choice.

On the first and all subsequent Fair Weather Game-Turns - 5 Airborne units of the Allied Player's choice.

On the first and all subsequent Poor Weather Game-Turns - No Airborne Reinforcements may be taken.

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[16.2] Effects of Weather on Allied Ground Support Points

The availability of Allied Ground Support Points is contingent upon Good or Fair weather in the Game-Turn and they are available as follows:

On Good Weather Game-Turns - The Allied Player receives seven Ground Support Points.

On Fair Weather Game-Turns - The Allied Player receives three Ground Support Points.

On Poor Weather Game-Turns - The Allied Player receives no Ground Support Points.

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[16.3] Other Effects

Weather has no effect on movement, or any other aspects of play, except those in 16.1 and 16.2.

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[17.0] Victory Conditions

Commentary:

It is important for the Allied Player to realize that he has available two distinct types of combat units. One type is airborne (airborne, airborne artillery and glider), and the other is ground troops of the XXX Corps (essentially, all those units which enter the game on the southern map edge). The Allied Player may only win decisively if he pushes his ground troops (at least the bulk of them) north of the Waal River, and uses his airborne units with the aid of some ground units, to keep open a Line of Communication to those units north of the WaaI,

General Rule:

Victory is judged at the end of a game on the basis of Victory Points scored by the Players during the course of play and at the end of the game. Victory Points are awarded to the Allied Player primarily for the achievement of geographical objectives and secondarily for the elimination of German units. Victory Points are awarded to the German Player for eliminating Allied units and for Allied units which are unable to trace an appropriate Line of Communications.

Cases:

[17.1] Victory Point Schedule

[17.11] Points Awarded the Allied Player

1. The Allied Player receives one Victory Point for every German unit eliminated.

2. The Allied flayer receives five Victory Points for every non-airborne, non-gilder unit North of the Waal River (2726-3005) at the end of each Game-Turn , if the unit in question can trace a Line of Communication (see Case 17.3).

3. The Allied Player receives ten Victory Points for every non-airborne, non-gilder unit north of the Neder Rijn (between hexes 3706 and 3424) at the end of the game, if the unit in question can trace a Line of Communication off the map at the end of the game.

[17.12] Paints Awarded the German Player

1. The German Player receives five Victory Points for every Allied unit destroyed.

2. The German Player receives three Victory Points at the end of each Game-Turn for every Allied unit which is unable to trace an appropriate Line of Communications.

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[17.2] Territorial Objectives

Only the Allied Player receives Victory Points for the attainment of geographical objectives, as listed in the Victory Point Schedule. These Points are awarded to the Allied Player at the end of each Game-Turn for units of the appropriate type which have achieved the geographical objectives and can trace a Line of Communications.

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[17.3] Line of Communication

All Allied units in the game (except the Polish units) are subject to rules governing Lines of Communication. Lines of Communication are traced differently for Airborne and non-Airborne units glider units are considered airborne.

[17.31]

Non-airborne units must trace a Line of Communication off the southern map edge at hex 0105 or 0106. The Line of Communication is a series of contiguous hexes. Once the line is traced into a trail hex, all remaining hexes must be connected by road or trail hexsides. Once traced into a road hex, all remaining hexes must be connected by Road hexsides.

[17.32]

Airborne units (all the units, except Polish units, which enter the game as Airborne Reinforcements) must trace a Line of Communication to the Airborne Supply Drop Zone counter which matches their divisional designation- The Line of Communication may be traced through any type of hexes, but may be no more than seven hexes in length.

[17.33]

Lines of Communication may never be traced into or through Enemy units or Enemy Zones of Control. Friendly units, however, do negate Enemy Zones of Control for purposes of tracing a Line of Communication.

[17.34]

Lines of Communication may never be traced through unbridged River or Stream hexsides.

[17.35]

Lines of Communication are traced at the end of each German Player-Turn, and the German Player is awarded three Victory Points for every Allied unit which is unable to trace an appropriate line for each Turn which it is unable to do so.

[17.36]

Polish units (which are controlled by the Allied Player), and all German units, are never subject to the rules governing Lines of Communication.

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[17.4] Levels of Victory

Victory is determined by comparing the total Victory Points won by each Player, stating the comparison as a ratio (German Player to Allied Player) and evaluating the ratio against the schedule below.

Ratio Victory Level HexWar Points
3.0 or more to 1 German Strategic 9 German, 1 Allied
Between 2.01 and 2.99 to 1 German Tactical 7 German, 3 Allied
2.0 to 1 Draw 5 German, 5 Allied
Between 1 and 1.99 to 1 Allied Tactical 3 German, 7 Allied
1.0 or less to 1 Allied Strategic 1 German, 9 Allied

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