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Just in Case WTO (id:#56150)
Multi-Man Publishing (HASL 6 - A Bridge Too Far ID: ABtF06)   [next]   [previous]
Arnhem, The Netherlands 1944-09-19 (40 others)
ABtF04: First Threat (HASL 6 - A Bridge Too Far)
ABtF05: Tigers to the Bridge! (HASL 6 - A Bridge Too Far)
ABtF CG II: A Dark and Fateful Day (HASL 6 - A Bridge Too Far)
A 34: Lash Out (AH:ASL Annual `91)
T10: Devil's Hill (AH:The General # 28.1)
NEWS32: Death and Ruins (ASL News # 18)
TB 5: Whoa Mohammed! (Arnhem: The Third Bridge (1st Ed.))
PB-CH (F): Bedlam Bridge (Critical Hit # 5.2)
ASL News 32: Death and Ruins (Scroungin' ASL News)
Z15: The Landing Zone (Rout Report # 4.4)
GSTK 1: Going to School (God Save the King)
GSTK 7: Raus! (God Save the King)
O93.1: School Daze (On All Fronts # 93)
O116.1: Hill 920 (On All Fronts #116)
SP56: No Good Reason (Schwerpunkt # 5: Medal of Honor)
TAC38: Whoa Mohammed! (Tactiques # 4)
TAC63: Un Train Pour Arnhem (Tactiques # 8)
DB027: Lorraine Series #3: Misty Morning Melee (Dispatches from the Bunker #13)
CH 180: The Ruins of Sillegny (Critical Hit # 7.3)
RPT4: Transylvania 6-5000 (Rally Point # 1)
2: Brave but Doomed (Witches Cauldron: Oosterbeek Perimeter)
#11: Distinguished Company (To Battle By Air 2)
LMA4: The Story of Easy Company: Frères d’arme – 4 (Frères d'arme)
J140: All Down the Line (ASL Journal # 9)
ATB5: Whoa Mohammed! (Arnhem: The Third Bridge (4th Ed.))
ESG101: Bullseye!! (Dezign Pak 8)
OO12: San Fortunato (Operation Olive - Gothic Line 1944)
SP233: Easy Come Easy Go (Schwerpunkt #20)
189: Devil's Hill (ASL 3a - Yanks (2nd Edition))
JAVA13: Bridge at Son (ASL For Fun-LCP)
TD 1: Lezey: The Germans Attack (Trench of Death #1)
NM5: Glimmer of Hope (ASLOK 2012)
GJ074: Race for the Wolfheze (Grumble Jones)
GJ078: A Day at the Museum (Grumble Jones)
#8: Molenkampen (Battle at Best)
MM 78: A Day At The Museum (March Madness 2022 Grumble Jones Pack)
MM 79: Race For The Wolfheze (March Madness 2022 Grumble Jones Pack)
GJ118: Ambush at Johannahoeve Farm (Grumble Jones)
ASLN32: Death And Ruins (Critical Hit #8.1)
GJ128: A Bloody River Run (Grumble Jones)
Designer: Russ Bunten
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
German (SS)British
12.5%

Overview:

Colonel Frost could feel the German noose tightening about his weary force. No word had arrived from the remainder of the 1st Airborne Division. All positions east of the Arnhem Road Bridge were now in German hands or abandoned, nothing had been heard from Platoon 8 since the wee hours of the morning. The desperately need relief from XXX Corps was nowhere in sight. Knowing it would doom the entire operation, but also aware that the situation was rapidly deteriorating anyway, Colonel Frost gave in to recommendations that the bridge be wired for demolition while it was still in British hands. The remnants of Troop B would set the charges while Major Gough’s men provided cover. Meanwhile, spurred by reports of heavy Allied pressure near Nijmegen, Brinkmann ordered a reinforced company of Pioneers to seize the bridge and set demolitions – “just in case.” The two forces collided near the burnt out remains of the positions evacuated by Troop B earlier in the day.
Attacker: German (SS) (Kampfgruppe Brinkmann, SS-Panzer Division 9)
Defender: British (Troop B, Royal Engineers and Royal Army Service Corps, 1st Parachute Brigade, 1st British Airborne Division)  
6.5 turns
    Players: 2     OBA: German (SS)     Night: No
Unit Counts:
Squads: A:12.0 D:13.0
AFVs: A:3
PzKpfw IVJ x 2
StuH 42

AFVs: D:0
Guns: A:0 D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: ABTF SSR w D: AS
Map Board(s):
MMP: ABTF Show/hide map dependencies
PublicationBoard
HASL 6 - A Bridge Too FarMMP: ABTF
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2022-12-21(A) Ron Garcia vs Darryl M. British winVery strange scenario. The British start one hex away from the three victory locations - plus they move first! The Germans must move forward and try to push out nine elite plus four 2nd line squads out of buildings while huddling behind hedges. With one squad less, this is a difficult ask.

The scenario also has questionable design decisions. There are a crazy amount of terrain altering counters that must be placed (rubble, shellholes, wrecks) in areas that highly unlikely to ever come into play. The bridge has two wrecks in each hex for some reason. The Germans get some tanks way late in the game, but they can't enter the bridge so what's the point of them? Squads could enter it on hex R20 but why would they? And why two wrecks? There is a German Offboard Observer but he must set up at LEVEL 0(!) effectively making him only useful for seeing the wooden buildings near the river.

Speaking of the OBA, it only comes into play starting on their turn 4 (of 6.5). With serious luck, the OBA would go off by the top of turn 5, but more likely it will hit on the bottom of turn 5 or later. That alone limits its use, but the only hexes it could hit anyway are the ones the Germans need to be in. So, even if they are lucky and get some rounds off, they have to stop early so they can try and take the required victory locations - and they don't have their last half turn to do it.

The Germans also get three tanks that come in on turn 4 which is also too little, too late.

The biggest issue is the CVP cap of 11 for the Germans. The British can simply rush the victory locations, keep concealment, and force the Germans to cross open ground to get to them while slowly falling back if necessary. Needless to say, I hit the cap early. The Germans could try a flanking move, but by the time they got there, the British could easily shift and keep the Germans even further away from the victory locations.

I heard ABtF is going to be reworked and rereleased sometime in the future. This scenario definitely needs work from the German side to make it competitive.
2022-08-28(A) John Garlic vs Chris Hofland British win[Imported from ROAR]
2022-04-02(D) Kevin Duval vs Dwayne Duval British winUsed German balance. German CVP cap reached in Turn 6. To be fair he had should/could have won it since I was down to last two half-squads (one as Guard) in one hex that he Advanced on & my Brits pulled off the impossible for the steal!
2022-04-02(A) Dwayne Duval vs Kevin Duval British win
2021-01-26(D) Rich Weiley vs Dave Wallace British winGave it an above average rating as it was fun as the British defender. I don't think my opponent would rank it any where near as high. Extremely difficult for the Germans to win given the CVP cap (exceeded on turn 6) and that the British only have to Control (not occupy) the victory locations (which they will need to ensure they do on their first turn). German OBA and armour needs to be available much earlier for the Germans to be competitive.
View all or balance report
ActionDate
Hutch Updated the Scenario ID2023-03-07 22:56:30
Hutch Updated the Scenario ID2023-03-07 22:43:16
Jude Rated the scenario2023-01-01 03:43:15
Jude Added a playing2023-01-01 03:41:42
Bongiovanni Added a playing2022-10-10 09:44:25
FileDescriptionUserViews
Sturmhaubitze 42 in Arnhem (arnhem stuh42.png)Imagehoxson11145
(!ss-brit new.png)Imagehoxson1819
(just in case AbtF map area.png)Map Imagehoxson1893
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Sturmhaubitze 42 in Arnhem
 
Statistics:
Avg Rating: 4.56Votes: 9
Views: 6382
To-Play list count: 0
Estimated Play time: 5 hours
Recorded Games: 8
Archive recorded plays:
German (SS)1
British7
Drawn:0

ROAR Data: (as of today)
Just In Case
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[A] British 14
[D] German 2
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