A Rapid Fire 2 Scenario By Mark Piper based on the original scenario by Colin Rumford



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Der Hexenkessel ( The Witch s Cauldron ) 1 st British Airborne Division Defence of the Oosterbeek Perimeter Thursday, September 21 st, 1944 (WEST OF ARNHEM) A Rapid Fire 2 Scenario By Mark Piper based on the original scenario by Colin Rumford Background After their failure to reinforce the 2 nd British Parachute Battalion s hold on the Arnhem road bridge the survivors of the 1 st Airborne Division consolidated their position in the western part of Oosterbeek. The divisional perimeter comprised of a horse shoe shaped area, the centre of which was Major General Urquhart s at the Hartenstein Hotel, and the base of which was anchored on the Lower Rhine. German reinforcements poured into the area from the 19 th September. The lightly equipped airborne soldiers fought off increasing (but uncoordinated) attacks and awaited the arrival of XXX Corps. On Thursday 21 st September the guns of the British 64 th Medium Regiment fired in support of 1 st Airborne from positions near Nijmegen. This scenario covers the events on the 21 st in 3 versions (a) western perimeter AM (b) eastern perimeter PM or (c) the whole day British Paras of the 1 st Border Regiment dug-in in the woods near the Hartenstein Hotel prepare for the German assault. Figures Britannia and plastic painted by Ian Fainges. Defences resin based and painted by Mark Piper - 1 -

The Wargame Scenario The game is played on an 8 x 6 table. Buildings start intact. Woods are open. Oosterbeek Church (while intact) & Westerbouwing Hill allow OP teams from either side to see over other buildings and woods (not hills and smoke) between them and the target as per rule 2.8. The game is 8 moves long. (a) Western Perimeter AM In this game the following applies British Forces as listed for Western Sector German Forces as listed for Western Sector The objectives are the Hartenstein Hotel and Westerbouwing Hill both of which must be controlled by the end of 8 moves. Any other result is a draw. (b) Easter Perimeter AM In this game the following applies British Forces as listed for Eastern Sector German Forces as listed for Eastern Sector The objectives are the MDS Crossroads and Oosterbeek Crossroads both of which must be controlled by the end of 8 moves. Any other result is a draw. (c) Oosterbeek Perimeter AM & PM In this game the following applies All forces as listed for both sides are available The objectives are the Hartenstein Hotel, MDS Crossroads and Oosterbeek Crossroads which must be controlled by the end of 8 moves. Control of 2 objectives is a win. Any other result is a draw. An objective is controlled if only one side has at least part of one combat capable element within 9 of the centre of the objective. Sources Rapid Fire Operation Market Garden supplement - Colin Rumford German Armoured Units at Arnhem Marcel Zwarts Arnhem 1944 The Airborne Battle - Martin Middlebrook A Bridge Too Far - Cornelius Ryan It Never Snows in September - Robert Kershaw Operation Market Garden Then and Now Volume 2 Karel Margry Arnhem The Landing Grounds and Oosterbeek Frank Steer The Big Game 2005 Operation Market Garden (photos and ORBATS) Arnhem The Landing Grounds and Oosterbeek (Battleground Europe) Frank Steer A Tour of the Arnhem Battlefields John Waddy Arnhem Tragedy of Errors Peter Harclerode - 2 -

Oosterbeek Church at bottom of photo. British Artillery position to west of main road into Oosterbeek. Hartenstein Hotel at top left of position. Overhead view of table layout woods and Hartenstein Hotel in foreground Oosterbeek Church on right in middle distance Arnhem off table at top of photo Buildings painted by Colin Rumford - 3 -

British Order of Battle elements 1 st British Airborne Division (all elite) Divisional (Major General Urhuart) 6 figures, 2 x jeeps, trailer higher order for all British units Western Sector (Brigadier Hicks) 1 st Border Regiment Group [B1] (Lt Col Haddon) test at 20 casualties (49) CO + 7 figures, 2 x Piat, 2 mortar 4 x companies each 8 figures Support Company 6 figures, Vickers MMG, 3 mortar AT troop, Royal Artillery 3 figures, 6pdr ATG#, carrier OP team, 1 st Forward (Airborne) Observer Unit 7 th King s Own Scottish Borderers Group [B2] (Lt Col Payton-Reid) test at 20 casualties (49) CO + 7 figures, 2 x Piat, 2 mortar 4 x companies each 8 figures Support Company 6 figures, Vickers MMG, 3 mortar AT troop, Royal Artillery 3 figures, 6pdr ATG#, carrier OP team, 1 st Forward (Airborne) Observer Unit [Off-board artillery] 64 th Medium Regiment, Royal Artillery A battery 2 x 4.5 guns B battery 2 x 5.5 guns Eastern Sector (Brigadier Hackett) 4th Parachute Brigade Group [B3] (Lt Col Lea) test at 20 casualties (48) CO + 7 figures, 2 x Piat, 2 mortar 3 companies each 8 figures Support Company 12 figures, Vickers MMG, 3 mor, 6pdr ATG#, jeep 1 st Airlanding AT Battery 4 figures, 17pdr ATG^, Morris prime mover OP team, 1 st Forward (Airborne) Observer Unit Lonsdale Force [B4] (Maj Lonsdale) test at 20 casualties (48) CO + 7 figures, 2 x Piat, 2 mortar 3 x companies each 8 figures Support Company 12 figures, Vickers MMG, 3 mor, 6pdr ATG#, jeep 2 nd Airlanding AT Battery 4 figures, 17pdr ATG^, Morris prime mover OP team, 1 st Forward (Airborne) Observer Unit - 4 -

1 st Airlanding Light Regiment, Royal Artillery (Lt Col Thompson) 4 figures 1 st Battery 8 figures, 2 x 75mm howitzer, 2 x jeeps 3 rd Battery 8 figures, 2 x 75mm howitzer, 2 x jeeps # may fire up to two AT class 2 rounds per game (representing APDS ammunition). No HE. ^17pdr AT ranges = short 12, medium 36, long 60 / no HE British Scenario Rules 1. Troops not in buildings and guns start dug-in (not prepared positions). 2. All OP teams can call in fire from either 1 st Airborne guns or 64 th Medium Regiment. 3. The British may attempt to call upon the services of the guns of the 64 th Medium Regiment at the beginning of each British turn. The observer requesting support must throw three D6 dice. If any of the dice shows a 1 the message does not get through and no firing takes place during that turn. If the message is successfully passed then the both batteries of medium guns engage a single target only this turn. OP teams attempting to spot for the medium regiment may not perform any other task in the same turn. 4. 6 friendly artillery fire rules applies (guns over 75mm only) i.e. roll D6 on a 5 or 6 switch to nearest friendly unit within 6 and carry out the attack. 5. British player moves first. The Northern perimeter. British Paras occupy the crossroads. Buildings painted by Colin Rumford - 5 -

German Order of Battle elements of Division Von Tettau and 9 th SS Panzer Division (as indicated) Western Sector Battalion Worrowski [G1] regular test at 17 casualties (38) CO + 4 figures, 3 x companies each 8 figures HW company 6 figures, 2 x MMG Platoon, Panzer Company 224 Renault Char B1 flamethrower tank*^ SS Battalion Shultz [G2] regular test at 20 casualties (41) CO + 4 figures, 3 x companies each 8 figures, P/faust HW company 9 figures, 2 x MMG, 81mm mor, 2 x trucks Platoon, Panzer Company 224 Renault Char B1 flamethrower tank*^ SS Kampfgruppe Eberwein [G3] elite test at 20 casualties (41) CO + 4 figures 3 x companies each 8 figures, P/faust, truck HW company 12 figures, 2 x MMG, 81mm mortar 3 figures, 150mm** infantry gun, Sdkfz 10 HT Kampfgruppe Bruhns [G4] regular test at 20 casualties (56) CO + 6 figures 4 companies each 10 figures, P/faust HW company 9 figures, 2 x MMG, 81mm mortar, 2 x trucks (Off Board artillery) SS Mortar Group Nickermann 2 nd & 3 rd batteries each 1 x 32cm multiple rocket launchers 2 x OP teams on foot Matchbox Char B built and painted by Ian Fainges - 6 -

Eastern Sector SS Kampfgruppe Kraft [G5] regular test at 14 casualties (27) 1 st Company 12 figures, MMG, 81mm mortar, P/faust, truck 2 nd Company 9 figures, MMG, P/faust, truck 3 rd Company 3 figures, towed quad 20mm AA, towing vehicle 3 figures, 50mm ATG, towing vehicle Note: no for observing mortar SS Kampfgruppe Spindler (1 st Group) [G6] elite test at 20 casualties (41) CO + 2 figures, car Alarm Company 8 figures, truck SS Panzer Art Regiment 9 8 figures, truck SS Gropp 8 figures, P/faust, truck SP 20mm AA gun* (Sdkfz 10/2) SS Moeller 8 figures, Panzerfaust, MMG, Sdkfz 251/1 HT Platoon, 280 th Assault Gun Bn Stug III (105mm)*^ SS Kampfgruppe Spindler (2 nd Group) [G7] elite test at 18 casualties (35) SS von Allworden 8 figures, P/faust, 50mm AT gun, towing vehicle SS Harder (dismounted tank crews) 3 x companies each 7 figures, P/faust SS Panzer Flak Detachment 9 Mobelwagen SP 37mm AA* Platoon, 280 th Assault Gun Battalion Stug III (75mm)*^ (Off board artillery) 2 x 88mm AA gun OP team, on foot Battalion Ladewig * 3 casualties for morale ^ independent AFV **may fire IDF if observed by any figure from German Scenario Rules 1. German units start on board except KG Bruhns & Kraft which starts off board. 2. Coordination of these adhoc units was poor. For each unit roll a D6. 3-6 means that it is free to advance this turn. A +1 to the die roll applies if the unit was not able to move in the previous turn. Other units can fire or take cover as necessary. OP teams are not a unit. 3. 6 friendly artillery fire rules applies (guns over 75mm only) i.e. roll D6 on a 5 or 6 switch to nearest friendly unit within 6 and carry out the attack. 4. German player moves second. - 7 -

Vehicle (Main Weapon) BRITISH Jeep / Morris prime mover Speed Armour 24/12 F Hull (and Other) Weapons Carrier 24/12 E LMG* PIAT 8 pts table 4 2 mortar 6 pts table 4 3 Mortar 8 pts table 4 6pdr ATG AT class 3 Turret Weapons 17 pdr ATG AT class 1 * 17 pdr ranges are short 0-12, Medium 12-36, Long 36-60 75mm Airborne Howitzer AT class 3, 10 pts table 4 4.5 Howtizer 12 pts table 5 5.5 Howitzer 12 pts table 5 * at least 1 figure required ** 17pdr ranges are short 0-12, medium 12 36, long 36 60 GERMAN Truck / car 24/12 F Sdkfz 251/1 30/15 E LMG * requires 1 figure Char B1 18/9 B AT4 / 6 pts table 4 Vehicle flamethrower Stug III (long 75mm) 24/12 C AT 2 / 10pts table 4 VMG Stug III (105mm) 24/12 C AT 3 / 12pts table 4 VMG SP AA Gun (20mm) 30/15 E - 20mm autocannon Mobelwagen (37mm) 24/12 D VMG 37mm autocannon 150 mm Infantry Gun AT 3 / 12 pts table 5 50mm ATG AT 3 / 6 pts table 4 81mm Mortar 8 pts table 4 (fires twice) Quad 20mm Multiple autocannon 88mm AA gun 12 pts table 4 32cm MRL 12 pts table 5 (fires twice in alternate turns use template) - 8 -

Oosterbeek Perimeter : Battle Map KG Worrowski KG Schultz G1 G2 Vandorsselenweg KG Eberwein Koudeherberg crossroads G3 Westerbouwing Hill B1 Oosterbeek Church ARTY Hartenstein Hotel B2 KG Bruhns G4 pietersbergsweg B4 B3 G5 bendendorpsweg utrechtseweg KG Kraft G7 KG Spindler #2-9 - G6 KG Spindler #1