Target Arnhem: Across 6 Bridges
Target Arnhem: Across 6 Bridges Rulebook
Table of Contents
Table of Contents
Forces
- 101st US Airborne Paratrooper Infantry Division
- 101st US Airborne Glider Infantry Division
- 82nd US Airborne Paratrooper Infantry Division
- 82nd US Airborne Glider Infantry Division
- British Guards Mechanized Armoured Division
- 1st British AirLanding Glider Infantry Brigade
- 1st British Parachute Infantry Brigade
- Polish Parachute Infantry Brigade
- 43rd British Mechanized Infantry Group
- 107th Wehrmacht German Panzer Division
- Fallschirmjäger Wehrmacht German Paratrooper Infantry
- 9th SS German Mechanized Panzer Division
- 10th SS German Mechanized Panzer Division
- German SS Mechanized Recon
- 59th Wehrmacht German Infantry Division (Grenadiers)
Sequence of Play
- Adjustment
- Allies 1st impulse
- Germans 1st impulse
- Allies 2nd impulse
- Germans 2nd impulse
- Allies 3rd impulse
- Germans 3rd impulse
Adjustment
- Each out-of-supply unit receives 1 point of endurance damage (both Allies and Germans).
- German Wehrmacht units receive supply points (half of 1d6 die roll, fractions rounded up).
- German SS and Allied Airborne divisions each receive 1 supply point.
- Place any reinforcements (not arriving via paradrop) in their starting positions (can be delayed).
Impulse 1
Each unit (in any order) can do ONE of the following: Move, Attack, or Re-Supply.
Impulse 2
Each unit (in any order) can do ONE of the following: Move, Attack, or Re-Supply.
Impulse 3
Only Mechanized units (vehicle-pictured counters) can act again: Move, Attack, or Re-Supply.
Movement
- Per impulse, units can move 2 hexes over open ground or cross 1 hex over an unbridged canal.
- Stop when you enter rough terrain (i.e. forest).
- You can never cross a river without a bridge.
- Move unlimited spaces along any road, only if you began on the road at the beginning of your impulse and also only if there is no adjacent unit at the beginning of your impulse.
- Must stop if while traveling on a road you enter a non-road hex.
- Must stop when upon entering a hex adjacent to an enemy unit (even while traveling on a road), unless separated by an unbridged river hexside (FAQ explanation: a unit can move one hex while adjacent if it's your first hex move).
- Only German units can move from a hex or road to enter an adjoining off-board space.
- Only off-board German units can move to 1 adjoining off-board area.
- Only off-board German units can move to 1 adjoining hex (then stop; never move to a 2nd hex, not even if it is a road hex).
- Beginning on turn 4, all units in area P are eliminated and no units may enter there.
- You can never share a hex with an enemy unit.
- No more than 3 stacked units may end an impulse in a hex (eliminate excess units by owner's choice).
- Airborne units can drop anywhere on the map.
Attack
- Attacks are only ever with adjacent on-board units.
- Can never attack across an unbridged river hexside.
- All enemy defending units in a hex must be attacked as a single group (no choice by defender who participates, all do).
Modifiers (cumulative)
- Attacking across a canal: halve attacking combat strength.
- Attacking across a bridged water hex: halve attacking combat strength.
- Attacking while out of supply: halve attacking combat strength.
- Defender in a forest or city: shift CRT result one to the left.
Concentrated Bombardment (Artillery/Air Bombing)
- Attacker must have at least one in-supply Mechanized unit attacking the target hex.
- Attacker spends one supply point.
- Shift CRT damage result one to the right.
Combat
Add up the collective combat strength of the attacking units that are participating against the enemy hex (attacker does not have to attack with all units), include any cumulative modifiers, then see the Combat Ratio Table for damage dealt (the table is built as rounded in the defender's favor).
Fortifications
- German units in "Pickaxe Fortified" mode always absorb the first point of damage, then flip to their unfortified side (further damage is assigned by owner as normal).
- If a "Pickaxe Fortified" unit moves, it is immediately unfortified.
- Unfortified units can never re-fortify.
Damage
Units take hits to endurance without affecting combat strength. All damage is distributed by owner's choice. When endurance is 0, the unit is eliminated; excess damage is ignored.
Advance
If defending units are completely destroyed in a hex after a battle, the attacker may move to the hex previously occupied by the defender.
Combat Ratio Equations
If the attacker has higher strength, divide the attacker's strength value by the defender's strength value; the resulting value is rounded down to the nearest CRT ratio value to 1 (being mindful there is a special 1.5-to-1 ratio). Equal strength values are obviously a 1-to-1 ratio. If the attacker has lower strength, divide the defender's strength value by the attacker's strength value; the resulting value is rounded up so the CRT ratio can only be 1-to-2 or 1-to-3. Any resulting ratio beyond the limits of the CRT reverts to the nearest CRT ratio.
Re-Supply
- Only "in-supply" units may re-supply.
- German units are "in-supply" if they can trace a continuous path to any off-board area (without going through enemy or unbridged river hexes).
- All Allied units are in-supply if they are within 2 hexes of a clear, unopposed road that leads to hex 0103 (without going through, on that road, enemy or unbridged river hexes).
- Allied Airborne and Glider units are in-supply if they are within 2 hexes of their paradrop area supply marker (without going through enemy or unbridged river hexes).
- Repair one damage point, per unit, per impulse: expend one supply point each.
German Overrun of Paratroop Supply Marker
If a German unit enters a hex with a paratroop supply marker, the marker is destroyed, the Germans receive one supply point, and the affected paratroop division now only uses hex 0103 for supply and reinforcements.
Supply Points
- Wehrmacht units have a gold stripe and may only use German supply points.
- SS units have a red stripe and may use either SS or German supply points.
- British 1st and Polish Para units have a maroon stripe and share 1st Para supply points.
- 101st (yellow stripe) and 82nd (light green stripe) units have their own respective supply points.
- British XXX Corps units have no stripe and may use unlimited supply points emanating from hex 0103 (provided it can trace an unobstructed path — all Allied units are in-supply if they are within 2 hexes of a clear, unopposed road that leads to hex 0103, without going through, on that road, enemy or unbridged river hexes).
Reinforcements
- Ground units arrive during the Adjustment phase.
- Paradrop units may drop during the 1st or 2nd impulses, within 2 hexes of their own personal para supply area, not on an enemy hex, and not over a river with a bridge farther than its 2-hex requirement from the para supply area.
- Polish Para (PP) units can land at any non-enemy hex (near the British 1st Airborne para supply area too).
- Reinforcements can be delayed if desired.
- German units reinforce to their counter's directive.
- XXX Corps reinforcements enter on or after turn 3 on hex 0103 using normal or road movement (unless 0103 is German-occupied).
- Airborne units may arrive in hex 0103 (instead of a paradrop), especially if they lost their para supply.
Victory Conditions
Allied Victory! If at the end of turn 9, the following conditions are both successful:
- Any Allied unit is stationed in the town of Arnhem (hex 1504), AND
- No German units are on any of the 15 hexes of Hell's Highway (the red road to Arnhem).
If both conditions are not met, the Germans win.