Our Market Garden campaign continued with the Battle for the Road Bridge at Nijmegen. We had five players in this very large game. To fit the table and number of players, we scaled the game so that one company in the game represented one battalion in the campaign.
The British brief stated that at 1600 hours on 19 September, 2nd Guards Armored Battalion (The Grenadier Guards), along with 129th (Wessex) Brigade and supported by engineers, would storm the Road Bridge over the Waal River at Nijmegen. After establishing a bridgehead in the town of Lent on the north side of the river, this force was to continue moving north for another six kilometers, until linking up with 1st Airborne Division at Elst. Two regiments of SP artillery were in support.
The German brief provided a rear area security battalion, the 10th SS recon battalion, and the 9th SS panzer grenadier battalion to defend the bridge and the north bank of the river. The Germans had been holding this position for three days and would be well dug in. Two battalions of artillery were on call for support.
We were thrilled to be given this iconic battle in the campaign to play, and we used details of the historical battle as further guidance to design the scenario. Thus we decided to include the historic crossing of the Waal River in small boats as part of the game, except we used the Wessex Brigade for this mission, instead of the 82nd Airborne PIR that historically made the crossing. We also focused our game on the capture of the bridge, the crossing of the river, and the establishment of the bridgehead itself, and left the exploitation to the north for another game. We figured that the accomplishment of the first set of objectives would take all of the remaining daylight in the campaign day (as well as all of the time and table space we had to play with!).
Terrain: The terrain was based on the contemporary G.S.G.S map and aerial photos, with reference also made to Google Maps. The 12 X 5 foot table was aligned with the long axis running east-west. The terrain depicted a 3-mile length of the Waal River and the surrounding area as it flowed between the city of Nijmegen and the town of Lent. The 9-inch wide river entered the table in the NE corner, and flowed SW until it neared the southern edge of the table at the Road Bridge. At that point the river bent to the West and flowed parallel to the southern table edge until it passed the destroyed Rail Bridge. At that point the river bent to the NW and flowed off the table near the NW corner. Most of the table was north of the river.
On the south side of the river, from east to west, the river flowed past an industrial area, then passed polder land with some woods, and then reached a small canal. There, the river bent and flowed past the high ramp at the entrance to the Road Bridge. On the hill next to the ramp was the medieval tower then serving as the Belvedere Hotel, with an excellent field of view across the river. The river then ran past the Nijmegen city waterfront and quay (the “Waalkade”). Behind the waterfront, just off table, was St. Stephen’s Church, with another superior observation point. The river then passed the high embankment of the destroyed Rail Bridge and then bent again, and flowed past the industrial waterfront, finally exiting at the power plant.
The entire north side of the river was bordered by an open “strand” that was separated from the land beyond by a low dike with a secondary road on top. Beyond the dike the table was mostly covered with orchards and open fields. The scattered houses and the church of the town of Lent were located along the main road and some secondary roads. The high northern ramp of the Road Bridge sloped down until it reached ground level at an intersection next to the town. The high embankment of the rail line ran from the destroyed bridge and exited the table to the north, passing over a secondary road at the table’s edge.
The northern side of the table also contained some pre-war fortifications that would have some effect on the battle. In the NE corner, next to the river on the strand, was Fort Lent, a small 19th Century covered fort with a dry moat. We depicted this with a bunker in the game. Further along the river, just behind the dike, was a bunker with a view of the eastern side of the bridge (this was the bunker historically used by the German commander). On the top of the ramp at the northern end of the road bridge was a Flak nest with a Quad-20mm AA gun, and a chicane to slow traffic. On the railway embankment was another bunker. Finally, behind the dike in the west was the Hof van Holland, which was another 18th/19th Century fortification, with an earthen berm surrounded by a wet moat. We played this as an open nest. We allowed the German commanders to occupy the empty fortifications however they wished.
Special Terrain Effects:
The Road Bridge was very high above the river and the land below it, and that affected how teams on top of the bridge could be seen by teams below. Teams under the bridge or within 4″ of it could not see the top at all (and exerted no zone of control onto the bridge). Teams 4-16″ from the bridge could only see teams that were in the lane on that side of the bridge. Teams 16-24″ from the bridge could see teams on that side of the bridge as well as teams in the center lane of the bridge. Teams beyond 24″ from the bridge could see any teams on the bridge. And vice-versa for teams looking down from the bridge. Also, the sides of the bridge provided cover from incoming direct fire, and ranging-in indirect fire onto the bridge was more difficult.
Modeling the bridge for use in the game was a challenge The models of the bridge and ramp that were used on the table were barely wider than one tank model, but the historical bridge and roadway were over 40 feet wide, and could hold an entire squadron of tanks. To resolve this problem, we laid three adjacent strips of road beside the table that corresponded to the total length of the bridge and the ramp. The combined width of these three lanes was sufficient for vehicle models to pass each other and to show where they were on the bridge and ramp. Models crossing the bridge and ramp were placed on this “zoomed in” depiction. The Flak nest and chicane were also placed there in the appropriate locations. Shooting at and from the bridge and ramp was measured between the corresponding spots on the table.
The ramp coming down from the Road Bridge was very high with very steep sides. Thus the sides of the ramp were impassible to vehicles — the ramp could only be exited at the bottom, when it reached ground level. The high railway embankment is similarly impassible.
The river could be crossed using the engineers’ small boats (totaling 26 historically), depicted with five boat models. Each of the three larger boat models by definition carried a platoon, and the two smaller boat models marked the two ends of the line of boats as they crossed the water. After reaching the far shore, the infantry would disembark the next turn between the two end boats. Boat models could move 8 inches on land (carried) and/or on water (paddled). Boats also drifted one inch downstream for every two inches of movement on the water.
Boats could be shot at by small arms and artillery. Unsaved small arms hits would be marked with dice placed next to the boats. Any artillery hits on a boat would hit three infantry teams, and any unsaved hits would be similarly marked with dice. Upon disembarking, each platoon removed the number of lost teams corresponding to the dice next to their boat. For every ten teams lost while in the boats, one large boat model would be lost (thus unavailable for future crossings). Empty boats could move to the south shore with their inherent crews and pick up additional platoons.
The jumping off point for the boat crossing could be any area of the table on the south side of the river that offered concealment from the north side, or from anywhere along the table edge south of the river. The boats would be carried from the JOP to the river, and then paddled once in the water. Land and water movement of boats could be combined in a single turn, up to the 8″ total allowance. The British commanders had to secretly designate the location of the JOP after seeing the German set up, and also determine on which turn the crossing would begin.
Orders of Battle:
British: (All rated Confident Veteran)
Guards Armored Squadron:
HQS: 4 Sherman 75s
PLT 1: 2 Sherman 75s and 2 Fireflies
PLT 2: 2 Sherman 75s and 2 Fireflies
PLT 3: 3 Sherman 75 and 1 Firefly
Motor Infantry PLT: 5 R/MG teams, PIAT, 2″ mortar, halftracks
Wessex Infantry A Company:
HQS: 2 Rifle teams, PIAT
PLT 1: 7 R/MG teams, PIAT, 2″ mortar
PLT 2: same
PLT 3: same
HMG PLT: 4 Vickers HMGs
Mortar PLT: 4 X 3″ mortars, FO
Wessex Infantry B Company:
HQS: 2 Rifle teams, PIAT
PLT 1: 7 R/MG teams, PIAT, 2″ mortar
PLT 2: same
PLT 3: same
HMG PLT: 4 Vickers HMGs
Mortar PLT: 4 X 3″ mortars, FO
Wessex Infantry C Company:
HQS: 2 Rifle teams, PIAT
PLT 1: 7 R/MG teams, PIAT, 2″ mortar
PLT 2: same
PLT 3: same
HMG PLT: 4 Vickers HMGs, 4 HMG carriers
ATG PLT: 4 X 6-pdr ATGs, 4 Lloyd carriers
Engineer Support:
Boat Company: Sufficient boats and crews to carry three infantry platoons
Flamethrower PLT: 3 WASP carriers
Artillery Support:
Four off board batteries of SP 25-pdr guns, two FOs, two FO Shermans
German:
Security Company: (Reluctant Trained)
HQS: None (representing the subordination of these platoons to SS command — SS company commanders could give motivation test re-rolls to these platoons using the Commissar rule)
PLT 1: 7 Rifle teams, trench line, HMG nest
PLT 2: same
Mortar PLT: 3 X 8.0cm mortars, mortar pits, FO
ATG Section: One PaK38 50mm ATG, dug in
Heavy AA: One 88mm AA gun, dug in
Flak Nest: One Quad-20mm AA gun, in nest (located on the ramp)
9th SS PzGd. Company: (Fearless Veteran)
HQS: 2 PF/SMG teams, Panzershreck team
PzGd. PLT 1: 1 PF/SMG team, 6 MG teams, trench line, HMG nest, 20mm AA nest
PzGd. PLT 2: same
PzGd. PLT 3: same
Pioneer PLT: 1 PF/SMG Pioneer team, 6 MG Pioneer teams, HMG, 20mm AA nest
ATG PLT: 2 PaK40 75mm ATGs (one in ambush)
10th SS Recon Company: (Fearless Veteran)
HQS: 2 PF/SMG teams, Captured AC, Schwimmwagen
PzGd. PLT 1: PF/SMG team, 6 MG teams, halftracks
PzGd. PLT 2: PF/SMG team, 6 MG teams, armored trucks
Heavy Recon PLT: 2 8-Rad ACs (in delayed reserve)
Light Recon PLT; 3 SdKfz 222 ACs (in delayed reserve)
SS Panzer Support: (Fearless Veteran)
Panzer PLT: 3 PzIV tanks (in delayed reserve)
Artillery Support:
Two off board batteries of 10.5 cm guns, two FOs
Special Scenario Rules:
“Jesus Christ was riding on the front of our tank.” This quote is from the gunner of Sgt. Robinson’s leading Firefly, when he remarked upon how lucky they had been that day. To reflect this extraordinary luck, one troop command tank may ignore the first penetrating hit it receives in the game.
“Stroke, stroke, stroke!” Units crossing the river on boats cannot be pinned down.
Objectives: To win, the British must capture the Road Bridge and cross the river, and then establish a secure bridgehead north of the river, with both tanks and infantry incorporated into the bridgehead. If possible, the combined British force is to then press on to the north to link up with 1st Airborne at Elst. Full darkness is at 1940 hours, so there are only 11 game turns to accomplish this. The German objective is to stop the British. For both sides, killing the enemy is also desirable, but one’s own casualties are less of a consideration — this is a win at all costs mission.
German Deployment: The Germans emplaced both of their Security platoons and their three SS PzGd. platoons, along with their HMG nests and 20mm AA nests, in trenches along the top of the dike to guard against a river crossing, with a few teams in each platoon dug in behind the dike. These platoons stretched nearly the length of the river, with a few small gaps between them. The Germans cleverly placed two HMG nests under the Road Bridge and one HMG nest under the Rail Bridge where they would be invulnerable to indirect fire. One SS 75mm PaK40 was placed in the bunker by the dike with a view of the eastern side of the Road Bridge, and the second PaK40 was held in ambush The SS Pioneer platoon and the Panzerschrek team were deployed at the bottom end of the ramp, with some teams dug in and others in the nearby houses of the town. The Security company’s PaK38 was placed behind the chicane on the ramp, their mortar platoon was deployed in and behind the Hof van Holland fortification, and their 88 was dug in on top of the rail embankment where it could hit the bridge at long range. The two PzGd. platoons in the SS recon company were on the road at the rear of the table in their vehicles so they could rapidly deploy. The tanks and armored cars were off table in delayed reserve and could enter on any roads from the German baseline. The Germans placed one FO in the church tower, one FO in the bunker on the rail embankment, and the mortar FO on top of the rail embankment.
British Deployment and Plans: The British deployed one mortar platoon on the road embankment and one on the bridge embankment. Two HMG platoons deployed in the buildings along the Nijmegen waterfront. From these locations, the mortars and HMGs could provide fire support for the river crossing, which was planned to jump off from behind the waterfront on Turn 2, in the central sector of the table. One infantry company waited off table to form the first wave of the crossing, and a second company waited to the left of the first company to form the second wave when the boats returned, further downstream. The crossing of the bridge was to be led by the three WASP flame carriers of the engineers; their immediate task was to eliminate the Flak nest and the ATG at the other end of the bridge. Close behind the WASPs would come two tank platoons, followed by the motor platoon, then two more tank platoons. The third infantry company waited behind the armored column to cross the bridge on foot once it was captured, with their HMG carriers and towed ATGs at the rear of the column waiting to move forward and secure the bridgehead. The British FOs occupied the tower of the Belvedere and the high tower of St. Stephen’s Church, while the FO Shermans waited at the rear of the column to cross the bridge. Everything was thus in place for a set piece attack in the center.
After Action Report: The first British turn only consisted of conducting a preliminary bombardment with all guns, on preregistered targets along the dike on both sides of the bridge. This bombardment killed a few teams and pinned the defenders. On the German turn, all their platoons unpinned (there was one fewer team in the Security platoon!), and awaited the coming onslaught.
On Turn 2, the bombardment continued as the British attack began. The WASPs led the armored column across the bridge as a smoke screen landed across the far end of the bridge and over a portion of the dike on either side. (Smoke screens in the game stretch in a line for 16 inches. Smoke screens provide cover, and units cannot see more the six inches through smoke. Each artillery and mortar battery may fire one smoke bombardment per game.) The smoke screen across the bridge provided some protection for the boats, which came running out of the streets of the city, across the quay, and into the water. More crucially for the boats, the repeated bombardment left the Germans with more dead along the dike, and two pinned platoons at the point of the crossing. The German fire at the boats was thus diminished, and thanks to some good saving rolls, the British only lost one team.
Turn 3 saw the WASPs roll through the renewed smokescreen and engage the Flak nest and the PaK38 with their flamethrowers. The nest succumbed immediately, but the ATG saved the flame hit! The gun crew then unpinned and in the German turn knocked out one WASP. This was a serious check to the British plan, because the 2-inch “zone of control” of the gun blocked the passage through the chicane — nothing could pass through until the gun was eliminated. Meanwhile, the boats reached the far side of the river. The smoke screen was extended to cover the dike in front of the boats, which only lost two more passenger teams to German fire.
Turn 4 saw continued British frustration on the bridge. The remaining two WASPs hit the ATG three more times, and it again made every save (and saves against flame hits require two successful rolls — the odds of saving four flame hits are less than 4%!). The ATG in turn KO’d another WASP. The river assault was going somewhat better. A Company disembarked and First Platoon successfully assaulted the SS platoon to its left, gaining a foothold in the enemy trench. Second Platoon passed through a gap between the SS and a Security platoon, and occupied some houses near the dike, and part of the trench. Third Platoon’s assault was repulsed by the defensive fire of the pinned Security platoon, along with the fire of the two HMG nests under the bridge. Third Platoon was pinned and had to fall back to the water’s edge. The boats started making the return trip across the river to pick up B Company. On this turn, the smokescreens lifted, and the German 88 on the rail embankment to the west and the Pak40 in the bunker to the east started firing on the bridge. Fortunately for the British, it took these two powerful guns a few turns to find the range, and no tanks were hit. German artillery was better aimed, and destroyed a halftrack of the motor platoon on the bridge with all of its passengers. The Germans got their first unit from reserve and chose to bring in the SdKfz 222 platoon on the far right end of the dike road.
On Turn 5, the British dismounted the remaining teams in the motor platoon, and assaulted the die-hard ATG, finally eliminating it and opening the passage through the chicane. On the dike, the British infantry continued to expand their enclave, mopping up light opposition in the houses, assaulting and eliminating the Security platoon from the landward side, and pushing down the trench line to the west. The British had no intention of attacking toward the west, but wanted to get all their teams into hard cover, as German artillery had started to fall on them. In the German turn, the Germans avenged the fallen gun crew on the bridge by dropping artillery on the dismounted motor platoon, killing half the remaining teams. The 88 and the 75 continued to miss the massed tank target on the bridge. To contain the British infantry at the river, the Germans dismounted and brought forward a PzGd. platoon from the recon company, and the SdKfz 222 armored cars sped along the dike road to engage the British left. The Germans also began to pull the two PzGd. platoons back from the dike on their left, starting the long walk through the orchards to the town. Both of these platoons had been weakened by the earlier bombardments, and they would suffer more casualties as they got closer to the action. (The German Security platoon on the far west end of the dike apparently thought they were much safer on that side of the railway embankment, and never joined the battle.) Lastly, the Germans brought their PzIVs in from reserve and they took up positions in the town, anticipating a move by British tanks down the ramp.
That move did not immediately happen, because the British commander on the bridge spent Turn 6 reorganizing, pulling back the last WASP and the motor platoon survivors and pushing Shermans up to the chicane and both sides of the bridge. Recognizing that infantry would be required to take the town, the column commander ordered C Company to start crossing the bridge. Tank fire knocked out the PaK40 bunker, and the 88 was brought under mortar fire but was not knocked out for several turns. The British infantry on the river also had a slow turn as they brought massed artillery fire onto the newly arrived panzer grenadiers to their front. This fire rapidly reduced this exposed platoon. Meanwhile the second wave of infantry had started across the river, shot at by the German HMG nests that were still under the bridges, as well as German artillery, and losing four teams in the crossing. The German 88 finally started scoring hits on the tanks on the bridge. The last reserve of two 8-Rads entered the table on top of the rail line, which was an odd place for them to be. The other German actions continued.
Turn 7 saw the first British push down the ramp. A smoke screen blocked German fire, and four Shermans assaulted two dug in pioneer teams at the end of the ramp. One Sherman was bailed by PF fire but the other three carried the position. In the German turn, the Pak40 in ambush was revealed in the orchard to the east of the ramp, and one PzIV charged through the smoke to get a flank shot on a Sherman. Only one Sherman at the base of the ramp was bailed, much to the Germans’ frustration, but an assault by the rallied SS pioneers pushed back the two operational Shermans and the two bailed tanks were lost. The pioneers then reoccupied the two houses that controlled the ramp exit. More British tanks on the bridge were lost to the 88. There was little progress by the British infantry at the river, as the halftrack mounted panzer grenadiers had moved forward to face them.
Turn 8 saw a fusillade of Sherman fire that resulted in the PzIV platoon being eliminated along with the PaK40 that had ambushed. Two more Shermans on the bridge were lost to the 88. C Company and two Sherman HQS tanks moved forward to prepare for the next assault on the town. A and B Companies exchanged fire with the Germans to their front, and the direct route to the town was uncovered. British artillery engaged targets of opportunity in and near the town, and German artillery failed to range in on the looming threat on the ramp
On Turn 9 two C Company platoons moved into assault positions, but a blunder then occurred. Due to mis-coordination between the two British commanders, the planned smoke bombardment did not arrive. Thus C Company would have to assault the town without any cover. The first platoon attempted it, and was riddled by accurate German defensive fire and pinned down. The second platoon then thought better of it, and did not attack. This left both platoons massed in the open and a prime target for every German in range. Both German artillery batteries ranged in, and many small arms hits were attained, and the “poor bloody infantry” were removed by the handful. The only small ray of sunshine for the British this turn was seeing the 88 finally knocked out by the mortars. Meanwhile, both the British and Germans were starting to move troops from the fighting by the river to get closer to the fighting in the town.
As the day drew late on Turn 10, the British had no choice but to try again, this time with the smokescreen and the support of the last WASP, but with only half of the original assault troops. The assault was a success, and the few remaining SS pioneers were eliminated, save for one last HMG. One tiny British platoon consolidated into the two key houses as the Germans fell back. However, in the German turn, the panzer grenadiers from the recon company that had moved toward the town during the previous turn were able to assault and retake the houses.
On the final turn, in the gathering darkness, one platoon from A Company and one platoon from B Company finally reached the edge of the town and prepared to assault. British prep fire was accurate, killing some of the few remaining German teams, and a “Golden BB” rifle shot took out the last German HMG. Everything was set for a belated British victory at the end of the day. Then another mis-coordination occurred. The last three teams of the Guards Motor Platoon in the armored column launched the first assault from the ramp, losing one team on the way in, and damn them, they won! The Germans were forced to pull back from the two critical houses. However, that left nobody for the full-sized infantry platoons of A and B Companies to assault, and they were thus unable to make a consolidation move after combat to occupy the objective houses in strength. (One could just about hear the Wessex soldiers grumbling about the Guards hogging all the glory, and resentfully saying, “Well then let them have it!”) This enabled the last of the hard-core SS recon grenadiers to rally one more time and then smash the last two teams of the motor platoon, retaking the houses at the end of the final turn!
Aftermath: With the ramp exit still in German control, the British could not fulfill their victory condition of linking up their tanks and infantry on the northern side of the bridge, and thus the game ended with a very hard fought, somewhat lucky, and by-the-slimmest-of-margins German victory!
We talked about what would happen next, and came to this consensus… The British tanks would not remain on the bridge overnight under artillery fire, and they would need to rearm and possibly refuel, so they would pull back into laager in Nijmegen. (Also British doctrine was not to fight at night with tanks.) The few remaining German recon vehicles would also pull back. The British infantry, which was reduced to the equivalent of about 5 platoons — 4 platoons in A and B Companies, and the last platoon in C Company that never got off the bridge — would use the night to winkle out the last few German defenders in the town. (The Germans were reduced to about one platoon equivalent of scattered SS troops that could contest the town.) The British could also use the cover of night to clear the numerous casualties from the area.
At first light the next day, the British tanks would be able to recross the bridge and get off the ramp. The British tanks and infantry, along with any reinforcements, then could continue advancing to the north, to eventually link up with the British paras on “The Island” (the land between the Waal and Rijn Rivers). The success of the next day’s fight will depend on what reinforcements each side can commit to the battle, and I don’t know what other forces they have, so we will have to see!
- TJ