Moerdijk Bridges - May 10, 1940

Unternehmen Fall Gelb - Access to Fortress Holland
Western Front By: jdrommel - Last update: 04/07/2009
Axis Player: Allied Player:
x5 x5 x5 x5
    first You play first
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Historical Background:
German paratroopers of the 1st Fallschirmjäger Regiment were dropped near Moerdijk and Dordrecht in order to take the bridges that were the gateway to Rotterdam and "Fortress Holland". The operation in Moerdijk was a success as the paratroopers easily took their objectives - two bridges. In Dordrecht, Dutch soldiers were able to blow up the railroad bridge, but despite fierce resistance they were unable to hold the road bridge. For two long days, the German paratroopers repelled numerous counter-attacks from Dutch forces, who were determined to either retake the bridges or blow them up. In the end, the Fallschirmjäger successfully held the bridges until the recon vehicles of the 9th Panzer Division arrived.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
Axis Player [Germany]
Take 5 Command cards.

Allied Player [Netherlands]
Take 5 Command cards.
You move first.

Conditions of Victory:
5 Medals.

Any bridge marked with a Star token that is blown up is one Permanent Medal Objective for the Allied player.

Special Rules:
Blitz rules are in effect (Actions 15 - Blitz Rules).

A Dutch infantry unit that is adjacent to a bridge marked with a Star token may attempt to blow it up (Actions 2 - Blowing up bridges). Only use option 2.

All German units are paratroopers (Troops 2 - Specialized Units).

As soon as 3 Allied units are eliminated, the Axis player may call in armor reinforcements (Actions 22 - Armor Breakthrough). A single armor unit may arrive on the hex "To Breda". This unit represents the recon vehicles of the 9th Panzer Division (Aufklärungs Abteilung.9.)

The marshes (Terrains 28 - Marshes) represent the river Holland Diep, which is very broad and impassable (except over the bridges).

Air rules are optional: If used, shuffle both Air Sortie cards into the deck at game start. If the Allied player draws one of these cards (or the Air Power card), he must discard it and draw another card instead.

Scenario Bibliography:
- 39-45 Magazine n°127 & 131.
- Militaria Magazine n°8 - Blitzkrieg ā l'ouest.
- Les paras du matin rouge - Jean Mabire.