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Pocket Panzers WTO (id:#58833)
Sherry Enterprises (Schwerpunkt #11 ID: SP131)   [next]   [previous]
Son, The Netherlands 1944-09-20 (50 others)
25: Gavin's Gamble (ASL 3 - Yanks)
ABtF07: Among the Bravest (HASL 6 - A Bridge Too Far)
ABtF08: God Save the King! (HASL 6 - A Bridge Too Far)
U04: Climax at Nijmegen Bridge (G.I.'s Dozen)
TB 6: Grinding Forward (Arnhem: The Third Bridge (1st Ed.))
TB 7: Damn and Blast (Arnhem: The Third Bridge (1st Ed.))
TB 8: The End? (Arnhem: The Third Bridge (1st Ed.))
CH 51: The Sonnenburg Hotel (Critical Hit # 3.1)
Z23: Setting the Woods on Fire (Rout Report # 5.2)
AL01: It's Hardly Fair (Fanatic Enterprises: Internet)
GSTK 2: House G (God Save the King)
GSTK 6: Block by Bloody Block (God Save the King)
RBF 8: Germeter by Meter (Recon by Fire! #1)
TOT 40: Ring of Fire (Time on Target # 3)
O74.1: Running a Mook (On All Fronts # 74)
TAC9: Stutzpunkt Lezongar (Tactiques # 1)
SC12: Climax at Nijmegen Bridge (ASL Digest # 3.07)
JF 9: Among the Bravest of the Brave (Jitter Fire III)
NEV1: Making a Break for It (Nor'easter V)
SP141: Broken Beek (Schwerpunkt #12)
S23: Monty's Gamble (ASL Starter Kit #3)
3: Piercing the Veil (Witches Cauldron: Oosterbeek Perimeter)
4: Stand and Die (Witches Cauldron: Oosterbeek Perimeter)
5: Till the Woods Run Red (Witches Cauldron: Oosterbeek Perimeter)
WO04: I Don't Like Retreating (Winter Offensive Bonus Pack 2011)
ATB6: Grinding Forward (Arnhem: The Third Bridge (4th Ed.))
ATB7: Damn and Blast (Arnhem: The Third Bridge (4th Ed.))
ATB8: The End of the 2nd Battalion (Arnhem: The Third Bridge (4th Ed.))
FT173: A Misstep in Lorraine (From The Cellar Pack # 7)
J155: It's Hardly Fair (ASL Journal #10)
BBD # 3: Piercing The Veil (Brave But Doomed)
BBD # 4: Stand And Die (Brave But Doomed)
BBD # 5: Until The Woods Run Red (Brave But Doomed)
GJ101: Van Lennepweg’s Garden (Grumble Jones)
GJ104: Brothers at the Crossroad (Grumble Jones)
OO11: Hill 235 (Operation Olive - Gothic Line 1944)
OO13: Counter-Attack at Montecieco (Operation Olive - Gothic Line 1944)
OO14: Back and Forth (Operation Olive - Gothic Line 1944)
OO15: The Charge of the Queen's Bays (Operation Olive - Gothic Line 1944)
OO16: Riposte (Operation Olive - Gothic Line 1944)
YASL#7: Making a Break for It (Nor'easter XX)
25: Gavin's Gamble (ASL 3a - Yanks (2nd Edition))
GS10K: Gunapalooza (ASLOK 2012)
TD 2: Ommeray: Duel of Commandos (Trench of Death #1)
S70: A Sideshow Affair (ASL Starter Kit #4)
S87: Straight and Fast (ASL Starter Kit Bonus Pack #2)
DTF-16: Panther Cull (Not One Step Back)
CH 51: The Sonnenburg Hotel (Critical Hit #3.1 2022 Reprint)
J210: Moment of Truth (ASL Journal #13)
292: Four Stars of Valor (ASL 16 - Twilight of the Reich)
Designer: Michael Faulkner
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanAllies
36.363636363636%

Overview:

One of the initial objectives of the 101st Airborne Division in OPERATION MARKET-GARDEN was the bridge across the Wilhelmina Canal at Son, Holland. Unfortunately for the 506th PIR, the bridge was destroyed by the Germans just as they were about to capture it. Engineers immediately put to work preparing the banks of the canal for a Bailey bridge once XXX Corps arrived. By 0600 hours on the 19th, the bridging was complete and XXX Corps was able to continue up what was known as “Hell’s Highway”. The defense of the newly constructed bridge fell to a platoon of paratroopers and some engineers with the command post of the 101st nearby. The Germans ordered the 107th Panzer Brigade, a newly formed “Pocket Panzer Division”, to block the highway and destroy the bridge.
Attacker: German (Panzer Brigade 107)
Defender: Allies (C Company/1st Battalion/327th Glider Infantry Regiment, 326th Engineer Battalion, B Battery/81st Anti-tank Battalion, HQ Company/1st Battalion/506 PIR, 101st Airborne Division and 15/19 King's Own Royal Hussars)  
7 turns
    Players: 2     OBA: Allies     Night: No
Unit Counts:
Squads: A:18.0 D:14.0
AFVs: A:6
PzKpfw VG x 6

AFVs: D:6
Cromwell VII x 5
Challenger

Guns: A:0 D:1
M1 57mm AT Gun
M2 60mm Mortar x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Mist, Treat stream as deep Canal, 1 pontoon bridge. Assault engineers both sides.
Map Board(s):
22 44 Show/hide map dependencies
PublicationBoard
ASL 11 - Doomed Battalions (2nd Edition)44
ASL 11 - Doomed Battalions (3rd Edition)44
ASL 11a - Doomed Battalions (4th Edition)44
ASL 1 - Beyond Valor (1st Edition) 22
ASL 1 - Beyond Valor (2nd Edition) 22
ASL 1 - Beyond Valor (3rd Edition)22
Overlays: St1
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2024-09-16(A) Eric Partizan Eric vs Guy Decrolier German winARNHEM 2024
2024-07-25(D) Eric Partizan Eric vs Michel Bongiovanni Allies win
2021-02-28(D) B-E Karlsson vs Germans Allies win
2019-11-08(D) X von Marwitz vs Kris Koch German winPlayed this again at Grenadier 2019 and got the US once more. The game started well for my GIs who took out the strongest German stack with 9-2, two squads and two MGs while using Armored Assault with spotted fire by the two 60mm MTRs. Losing the best German Leader in the first MPh was a severe blow. Delaying the Germans at a distance worked quite well. I even had the OBA coming down at the right place which immobilized one Panther the crew of which successfully bailed out and escaped. But fortunes were to change. Despite my OBA landing in the "perfect" places repeatedly, it had hardly any effect: A single Pin result on three target locations in one phase, boxcars only (!) for the effects DRs in another. Both 60mm MTRs malfed on subsequent boxcars which hurt badly because it made interdiction impossible on various occasions. The Germans contrieved to generate no less than three (!) heroes plus battle hardening the parent units. I managed to eliminate two of the heroes again and to kill three German leaders out of five. Numerous German squads were broken and scattered. The Panthers, though, were extremely hard to counter. A second Panther was taken out by a HIP BAZ. Yet the remaining Germans seemed to pass any MC that was called for. When the British tanks came in, one was taken out despite being behind a wall and seen for 2MP only by a Panther turning its turret for a CH. The only 'dangerous' British tank had moved behind a wall dodging one shot by a Panther and now poised to open fire on two of them. It rolled boxcars... Another Britsh tank was taken out because I managed to 'find' the AT-Mines in a hex which I was convinced was safe as I had driven another tank through it before. It turned out that my opponent had forgotten about the mines on the first occasion. Sure enough, now the mines took out this tank. OBA subsided, a key 667+MMG contrieved not to rally in a building with 9-1 leader assistance without DM for three times. Then a lone German hero managed to break the other 9-1 with 667+MMG in a key position on a 1 even shot. It was late, German infantry seemed unbreakable, I failed my PMC and conceded. I think I might still have brought it home, but I was too tired for the attempt.
2019-09-04(A) Jeff B vs Magnus Rimvall Allies win10.25 hrsThe Germans MUST prevent the Americans from using their OBA. This will most likely require two tanks, something the Germans cannot afford at all, as they will need all of them to help pave the way for their infantry. They will also need to be wary of the American AT gun, which will require time and manpower to root out. Considering their only chance is to make it into town as soon as possible, this will also be a luxury they can ill-afford. Then there's the bridge. The only possible way it can be destroyed is with a DC, and any half-ass defense should not allow this to happen. So that leaves taking the town and bridge, and then somehow managing to holdoff a last Allied turn. It almost happened in ours, and had I turned my last mobile tank and shot my BMG to give a frontal target to the two opposing Cromwells I very likely would have had the one tank I needed to do the job. But my sloppy play (due mainly to just wanting this painful scenario to be over) precluded that. This was an absolute waste of time.
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ActionDate
Bongiovanni Added a playing2024-09-16 07:43:52
Bongiovanni Added a playing2024-07-25 08:07:57
Bongiovanni Uploaded a VASL file2024-06-24 16:00:20
Bongiovanni Added a playing2023-02-27 14:14:29
hoxson1 Modified the Theatre2021-03-03 20:25:04
FileDescriptionUserViews
VASL SetupFile v6.6.7 (SP131 Setup File.vsav)VASL SetupBongiovanni296
(bailey canal Brit tanks.png)Imagehoxson1925
(!germ-allies.png)Imagehoxson1849
(SP131Map by cgesar N corrected.png)Map Imagehoxson1817
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Statistics:
Avg Rating: 7.18Votes: 11
Views: 6101
To-Play list count: 3
Estimated Play time: 9.2 hours
Recorded Games: 11
Archive recorded plays:
German4
Allies7
Drawn:0

ROAR Data: (as of today)
Pocket Panzers
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[A] American 40
[D] German 33
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