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Battle at Nijmegen and Arnhem - September 17, 1944 - September 25, 1944

Operation Market Garden -
Western Front By: Burdie Smith - Last update: 05/02/2014
Axis Player: Allied Player:
x5 x12 x9 x12
    first You play first

Historical Background:
It is certainly not the first scenario being made of Market Garden. There's an official DOW battle map of the whole campaign. In this scenario, 2 battles are highlighted; the fighting at Nijmegen of the US 82 airborne division and the fighting of the British 1st airborne division and the Polish 1st Independent Parachute Brigade at Arnhem. I changed the position of the railroad! It should go from Arnhem to Nijmegen but I bended it upwards so it wouldn't be too much of an obstacle over the complete map. The railroad bridge in Arnhem is part of the scenario and that's why I kept it on the right spot. Due to lack of space, the bunker at the Arnhem bridge is situated at the opposite side of the bridge.

Axis Player (Germany): 5 command cards. After their first turn they receive 1 card extra until they have reached 9 cards. They can never have more than 9!
Allied Player (England, Poland and US): 9 command cards, you move first

Conditions of Victory:
15 medals
The Axis forces have a temporary medal for the bridge at Arnhem, so they start the game with 1 medal in advance which they will lose when the allies occupy the bridge. The Axis forces can obtain a second medal for blowing up the railroad bridge - Blowing up bridges (Actions 2 - Option 2 - grenades counts too!!) The Axis commanding general throws the first time before the first turn of the Allied player without spending any card, from then on a section card is needed to blow up te bridge. The Allied medal is lost when the Axis blow up the bridge
All the bridges are temporary medal objectives for the Allied forces.

Special Rules:
- Place badges on the German elite infantry (Troops 2 - Specialized Units)
- All the Allied troops are elite infantry - no badges are required. The Polish badges are just there to see the difference between them and the US paratroops
- Special Weapon Asset rules (SWAs 4 - Special Weapon Assets Late War) are in effect for the troops with machine guns, mortars and antitank
- The US 82 airborne can use collapsible rafts and boats represented by stars (they have 8 stars - 1 star needed per unit) The stars are not on the map but can be given to any US unit when needed!
- Re-supply rules (Actions 24) are in effect for Half-Tracks (Troops 18).
- The 5 Allied vehicle units with 1 figure are Long Range Patrol Cars units (Troops 19 - Long Range Patrol Cars)
- The British artillery unit is a 6 pounder anti-tank unit firing at 2-2-2-2 like a flak gun. (Troops 23 - Heavy Anti-Tanks Guns)
- The Axis armor unit with a badge is a Tiger Tigers (Troops 16 - Tigers)
- The 2 Axis vehicle units with 1 figure are command cars (Troops 20 - Command Cars)
- The 2 Allied units and 1 Axis unit with a battle star have a heroic leader (Actions 8 - Heroic Leader) - be careful not to mix this with the stars from collapsible rafts and boats!
- The Axis player can bring in 3 elite infantry units and 1 Tiger unit via the road (or the hex above, or under if the road is occupied) east of Arnhem (max 2 units per turn)
- The Axis player cannot use the air power command card - play it as an artillery barrage
If you wish you can use the air rules giving both air sortie cards to the Allied Commander-in-Chief

Scenario Bibliography:
google images
google maps
A bridge too far - Cornelius Ryan

Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order