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Astride Hell's Highway WTO (id:#61142)
(Winter Offensive Bonus Pack 2011 ID: WO05)   [next]   [previous]
Koevering, Holland 1944-09-25 (8 others)
SP112: Foreshadowing Silvertop (Schwerpunkt #10)
15: Through the Side Door (Witches Cauldron: Oosterbeek Perimeter)
16: Operation Berlin (Witches Cauldron: Oosterbeek Perimeter)
SP154: On the Road to Hell (Schwerpunkt #13)
BBD # 15: Through The Side Door (Brave But Doomed)
BBD # 16: Operation Berlin (Brave But Doomed)
DaE04: Leave...or Elst (ASL Starter Kit Historical Module 1: Decision at Elst)
AP116: Mook Point (ASL Action Pack #12 Oktoberfest XXX)
Designer: Ken Dunn
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanBritish / American
40%

Overview:

Operation Market-Garden’s timetable was horribly off. Feldmarschall Model recognized that disrupting the supply train was the easiest way to defeat the offensive, so he assigned various units the task of assaulting the road’s defending forces. The 506th Parachute Infantry Regiment was stretched thin in its sector. Model committed Colonel von der Heydte’s Fallschirmjager-Regiment 6 at Veghel, where they were fought to a standstill by the paratroopers. However, this action allowed Kampfgruppe Jungwirth to make a thorough reconnaissance down the highway. As they approached the hamlet of Koevering, Jungwirth’s men eyed eagerly a long line of British supply vehicles sitting astride Hell’s Highway in apparent safety, waiting for von der Heydte’s troops to be defeated so they could bring up the needed supplies.
Attacker: German (Kampfgruppe Jungwirth)
Defender: British / American (2nd Household Cavalry, 44th Royal Tank Regiment and 502nd Parachute Infantry Regiment, and 1st, 2nd, 3rd Battalions 506th Parachute Infantry Regiment)  
7 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:19.0 D:22.0
AFVs: A:3
StuG IIIB x 2
PzJg 35R(f)

AFVs: D:7
Sherman V(a) x 5
Daimler AC x 2

Guns: A:3
8.8cm PaK 43 x 3
D:1
M2A1 105mm Howitzer

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Dual Attack - either side may move first
Map Board(s):
33 44 13 63 Show/hide map dependencies
PublicationBoard
ASL 5a - For King and Country13
ASL 6 - The Last Hurrah (2nd Edition)33
ASL 11 - Doomed Battalions (2nd Edition)44
ASL 11 - Doomed Battalions (3rd Edition)33
ASL 11 - Doomed Battalions (3rd Edition)44
Winter Offensive Bonus Pack 201163
ASL 11a - Doomed Battalions (4th Edition)33
ASL 11a - Doomed Battalions (4th Edition)44
Overlays: Wd3
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-04-09(D) Dave Mareske vs Craig Renier British / American winAn early German advance on the road forced the Allies to force them back, but with the overwhelming firepower from the Americans it was accomplished. There were several bogs and about 4 MA/Gun malfunctions which hindered both sides but hurt the Germans more as the 88s went down.
2025-04-09(A) Craig Renier vs Dave Mareske British / American win
2023-07-02(A) Ron Garcia vs Darryl M. German winHow can the German player not like a scenario that gives them three 88's?! The Germans basically have two choices, rush the village and hope to hold it for the turn 5 victory, or dig in and force the Americans to come to them to prevent the alternate victory condition (of course they could push forward to the scattered buildings and hedges by the road, but why?). I chose the latter. I figured if the rush failed, my infantry would either surrender because of all the open ground or die for FtR. Standing pat and digging entrenchments seemed to be the better choice.

The American at start forces made a good effort to flank and uproot my entrenched men but kept being thrown back only to rally quickly and try again. The game turned decisively in favor of the Germans during the bottom of turn 4 and the top of turn 5. The turn 3 infantry reinforcements got mauled by a couple of good rate tears from the German MMG's, the tanks from the turn 4 American reinforcements burned from a hidden 88, and the at start Americans got pushed back yet again. With the PzJg as the only German casualty at that point, we ended it mid turn 5. If the Germans dig in, this scenario seems tough for the Americans.
2021-07-01(A) Tuomo Lukkari vs Matias Dahlbäck British / American win[Imported from ROAR]
2020-08-24(A) Gordon Jupp vs Neil Brunger German winThe 88's did the job big style and decimated the Allied reinforcements and then the German sniper took out the US 9-1 leader in the village, with most of that force broken it looked impossible for the allies to hold on and we called it...interesting game but tough for the allies?
2020-04-14(A) patrick palma vs John Garlic British / American win
2019-07-31(A) patrick palma vs Fabio Mazzucchelli German win
2019-06-30(D) Stephen dedier vs Johnston, Mike British / American winThis scenario is tough on the American/British forces. I managed to hold the town against the initial German assault but wound up with significant German forces embedded in the concrete buildings along the roadway. My AC's managed to find 2 of the 88's and do some damage to the German infantry before succumbing to fire.
My large scale attack was broken up pretty badly by the last hidden 88 (taking out 2 tanks) but the Para's managed though assault fire to push into the woods and take out one of the 88's with a lucky shot from the 105 taking out the 88 defending the town.
I began rooting the Germans out of the town with smoke from the Shermans and CC. Unfortunately Mike's CC rolls were great keeping me from getting him all out.
We were left with 3 significant German stacks, one in a concrete building, one in the woods North of the town but still placing fire on the road and one on the opposite side.
The Para's through sheer perseverance and losses to the last 88 took out the far stack. Then the dice turned in my favor.
I 6 up 1 shot with all MG's from an immobile Sherman managed to break all 3 units in the woods. That let me concentrate virtually everything on attacking the concrete building. I managed a WP shot on them to help conceal my assault but Mike's dice betrayed him and let me get all my remaining Para's adjacent. Pinned a unit in the building and had a 9-2 leader so got the ambush and held out in melee keeping 13FP off the road.
Without a good run of the dice for me this would have been impossible. As it was, I only took the game in the last CC of the last turn.
2014-08-09(A) Andy Hershey vs British / American win[Imported from ROAR]
2014-08-09(A) Andy Hershey vs British / American win[Imported from ROAR]
2014-03-01(A) Rich Weiley vs Ivan Kent British / American winPaddington Bearz - March 2014.
2013-10-22(D) patrick palma vs David Hassler British / American win
2012-10-22(D) Kevin Killeen vs Ken Young German winGerman need not attack. Can dig in and have enough firepower to deny USA player the win.
2012-07-20(A) Richard Carter vs Damon British / American winI did not send enough troops to take the buildings initially and had to try to get the FP on the road. It actually looked good until second to last turn and my troops were decimated by a bunch of american firepower.
2012-04-29(D) Peter Palmer vs John Knowles German win
2011-05-07(A) Eric Partizan Eric vs Michel Bongiovanni German win
View all or balance report
ActionDate
Heloanjin Added a playing2025-04-28 16:11:02
Hutch Modified the gps location2025-04-17 11:16:34
dmareske Added a playing2025-04-09 15:41:09
CloseAssaultPete Added a playing2025-02-05 10:10:39
Jude Added a playing2023-07-02 20:56:47
FileDescriptionUserViews
(germ-allies.png)Imagehoxson11158
(hells hiway us para.png)Imagehoxson11180
(WO5 Astride Hell's Highway.png)Map Imagehipsu1357
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Statistics:
Avg Rating: 6.00Votes: 16
Views: 5246
To-Play list count: 5
Estimated Play time: 10 hours
Recorded Games: 15
Archive recorded plays:
German6
British / American9
Drawn:0

ROAR Data: (as of today)
Astride Hell's Highway
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[A] German 29
[D] American/British 18
All Rights Reserved. (c)2022 Dave Ramsey.