Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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Celt
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1940.05.10 - Eben Emael and the Kanne BridgeThe Assault on the Fortress Eben Emael
In 1927, a commission was formed by the Belgian government to investigate the rebuilding of their fortifications. In their report was the first mention of what was to become the world’s greatest fortress of its time: Eben Emael. Work began on the fortress on April 1, 1932 finishing sometime in 1935. Its main function was to deny the Albert Canal bridges (Kanne, Vroenhoven, and Veldwezelt), and their approaches, to the enemy. Four triple 75mm gun casemates were created to cover the towns of Maastricht (to the north) and Visé (to the south). The biggest weapon on the fort was the 120mm gun of Coupole 120 which had a 360 degree field of fire and a range as far as the German border, though it was forbidden to fire past the Belgian line. Covering the fort was a perimeter of blockhouses armed with machine guns and anti-tank guns. The main guns mentioned above also carried rounds with which to defend the fortress itself against infantry attack. Four Maxim 7.65mm machine guns made up the anti-air position on top of the fortress.
History provides many reasons for the fall of Eben Emael on May 11, 1940. The gliders were barely fired on and even then too late. Of two alarms in case of attack, one by ground-level forces and the other by forces on top of the fortress itself, the wrong one was sounded, causing inappropriate preparations. Men were drawn from defensive positions to move equipment and material from soon-to-be razed administration buildings outside of the fort, hence undermanning vital defenses. Despite a personel rotation of 1,322 men, allegedly ensuring approximately 750 on duty at all times, many personnel were either on leave, ill, or quartered in nearby towns and villages, delaying their response to the attack. Of all the personnel that served the fort, only 200 were regular infantry; the rest were artillarymen. As the infantry who reached the fort were harried all the way by Stuka attacks themselves, they were hardly in shape to add much to any counter-attack, hence resistence to the 77 paratroopers who landed on the top was less than adequate. Add to this that the gun hoist for Coupole 120 failed to function. Given these reasons alone, and there were more, Eben Emael was destined to fall even without such well-trained engineers as the Germans fielded against the fort.
That said, this scenario depicts the fortress mostly as it should have been, dangerous and prepared. There lies the only challenge worth playing. Also of note: I found no information on the Kanne Bridge defenses other than that they had bunkers. There was little enough on the fortress itself. As a matter of fact, whenever I did a search, my "Eben Emael Update" site showed up every time whereas useful information was less abundant.
Bibliography:
Dunstan, Simon, Fort Eben Emael, The Key to Hitler's Victory in the West, Osprey Publishing, 2005.
Whiting, Charles, Hunters from the Sky, The German Parachute Corps 1940-1945, Stein and Day, 1974.
Mrazek, James E., The Fall of Eben Emael, Presidio Press, 1970.
Dangerous Missions - The Fall Of Fort Eben Emael (Parts 1 through 5 on YouTube)
DISCLAIMER: Play at your own risk. It is for fun and less for the "Win/Loss" though achieving objectives and beating the stuffing out of your opponents is the goal. There is a wide window for disaster on either side...REPEAT: There is a wide window of disaster for either side. Blame the dice not me.
Eben Emael Belgian Forces
Special Rules:
• Firing Arcs use the SA: “Fixed Howitzer” but cannot be made precise for purposes of this game so irregularities are at the discretion of the game referee or, in the case of no referee, then that of the Belgian commander.
• Eben Emael’s eastern and western outer hex protrusions do not block line of sight along the Albert Canal or the flooded anti-tank ditch to or from Bloc 1.
• Where MGs are indicated, use Vickers (1 x double-shot per firing arc)
• Where AT guns are indicated, use the ZIS-2 57mm AT gun
• Belgian bunker units are considered "fixed positions" and may not leave bunkers.
• Bunkers may only be conventionally assaulted and Belgian infantry within may only be targeted after initial hit success by Sturmgruppe Granite or Sturmgruppe Eisen troops.
• Bunkers hit twice by either Sturmgruppe Eisen or Sturmgruppe Granit are considered captured by the Germans and all Belgian weapons and men inside neutralized.
• Bunkers taken by Germans are immediately sealed off from the rest of Eben Emael but may be occupied by either side as conventional bunkers thereafter.
Bloc 1: 2AT guns, 3 MGs (covers western arc and arc towards Bloc 2 only, may not fire on top of fort)
Bloc 2: 2AT guns(60mm), 3 MGs, (also sally port for counter attack)
• 6 x French MAS infantrymen
Canal Nord: 1 AT(60mm) & 1 MG facing Albert Canal towards Kanne Bridge, 2 MG towards Layane Locks & Canal Sud
Canal Sud: 1 AT(60mm) & 1 MG facing towards Layane Locks, 2 MG Albert Canal towards Kanne Bridge, & Canal Nord
Bloc 01: 1 AT gun, 3 MGs ( 2 MGs and AT gun may fire in north arc toward Albert Canal only, 1 MG towards south arc only) , observation coupole directing fire for main gunnery in defense of top of Eben Emael and Vise 1 & Vise 2, ***First hit disables observation coupole. Disabled coupoles cannot direct fire. If bunker is not destroyed, second round, observation coupole becomes usable again until second hit which kills bunker completely.
Bloc 4: 2 AT guns(60mm), 2 MGs (1 AT gun and 1 MG per side along tank ditch only-may not fire into top of fort)
MICA AA Position: 4 x Maxim MGs in cvr (Treat as 1 Quad 50), may not fire at ground level targets. SA: Roll 1D6. If the roll is 4-6 then MICA may not fire, if the roll is 1-2, MICA fires on 1 Fallschirmjaegar before landing, treat Fallschirmjaegar as a 4/4 plane. If disrupted, Fallschirmjaegar lands and is disrupted until next turn.
Bloc 5: 1 AT gun(60mm), 2 MGs, (covers tank ditch and arc towards Bloc 6 only, may not fire on top of fort)
Bloc 6: 2AT guns(60mm), 2 MGs (covers tank ditch and arc towards Bloc 1 only, may not fire on top of fort)
Maastricht 1: 3 (75mm quick-firing cannons (AT= 0/0/12)(AI = 0/0/7 if changing target on following turn, or AI = 0/0/12 w/ Blast but must attack same target hex for next turn) ), unlimited long range, fires north arc only). ***Firing-dependent upon observation coupoles on either Maastricht 2 or Mi-Nord..
Vise 2: 3 (75mm quick-firing cannons (AT= 0/0/12)(AI = 0/0/7 if changing target on following turn, or AI = 0/0/12 w/ Blast but must attack same target hex for next turn) ), unlimited long range, fires south arc only). *** Firing-dependent on Bloc 01 observation coupole
Masstricht 2: 3 75mm quick-firing cannons (AT= 0/0/12)(AI = 0/0/7 if changing target on following turn, or AI = 0/0/12 w/ Blast but must attack same target hex for next turn), unlimited long range, (fires north arc only), Observation coupole for main guns *** First hit on bunker disables observation coupole. Disabled coupoles cannot direct fire. If observation coupole of Mi-Nord is disabled at the same time there can be no main gunnery to the north of Albert Canal. If bunker is not destroyed the following round, observation coupole becomes usable again until second hit which kills bunker completely. ***Firing-dependent upon observation coupoles on either Maastricht 2 or Mi-Nord.
Mi-Sud: 2 MG bursts per each N-S direction
Mi-Nord: 2 MG bursts per each N-S direction, (observation coupole for main guns) *** First hit on bunker disables observation coupole. Disabled coupoles cannot direct fire. If observation coupole of Maastricht 2 is disabled at the same time there can be no main gunnery to the north of Albert Canal. If bunker is not destroyed the following round, observation coupole becomes usable again until second hit which kills bunker completely.
Vise 1: 3 75mm quick-firing cannons (AT= 0/0/12)(AI = 0/0/7 if changing target on following turn, or AI = 0/0/12 w/ Blast but must attack same target hex for next turn), unlimited long range, fires south arc only). *** Firing-dependent on Bloc 01 observation coupole.
Coupole 120: 2-120 mm guns (fires only once per round) ***Dependent on Maastricht 2 or Mi-Nord observation coupoles for targets north of Albert Canal. ***Firing-dependent on Bloc 01 observation coupole for targets south of Albert Canal.
Each turn choose either:
Normal shells: (AT = 0/0/15 w/ unlimited long range)
Airburst Explosive shell: (AI = 0/0/12 w/ Blast)
Coupole Nord: 2 (75mm) quick-firing cannons
Each turn choose one of the following attacks:
HE rds: (AI = 0/12/12 w/ Blast & unlimited long range)
Canister Rds: 360 degree 4-hex radius from same hex (AI=10/8/6/4, Bombardment, Inaccurate 1, Shrapnel 2, Blast)
Normal shells: (AT = 8/7/6 w/ unlimited long range)
*** Dependent on Bloc 01 observation coupole
Coupole Sud: 2 (75mm) quick-firing cannons
Each turn choose of the following attacks:
HE rds: (AI = 0/12/12 w/ Blast & unlimited long range)
Canister Rds: 360 degree 4-hex radius from same hex (AI=10/8/6/4, Bombardment, Inaccurate 1, Shrapnel 2, Blast)
Normal shells: (AT = 8/7/6 w/ unlimited long range)
*** Dependent on Bloc 01 observation coupole
Surrounding towns (Belgian side only):
• 8 barely ready infantry (SMLE) Place these troops in towns of Eben and Emael in western side of map.
• 8 harried and weakly-prepared infantry (use french partisans: *they are disrupted until they pass through the Caserne Souterraine). Start these troops in southern-most edge of map.
Administration Buildings:(A)
• 2 artillary men: (use British Engineers—they do not have close assault)
• Maj. Jottrand: initiative +2 only when at Command Post (See Special Belgian Map), begins adjacent to Bloc 1.
Kanne Bridge:
• Bunker 1: 1 x MG, 1 x AT gun
• Bunker 2: 1 x MG, 1 x AT gun
• Bunker 3: 1 x MG
• Bunker 4: 1 x MG
Special Belgian Map:
• Command Post: 2 officers that add 2 attack dice to whatever bunker they occupy. Counter-attacking soldiers adjacent to one of these officers roll 1 extra attack die. Use French Bold Captains.
• Sally Port (Bloc 2): Soldiers may exit here to top of the fortress for counter attack
• Caserne Souterraine: living areas, canteen, hospital, etc. (removes disrupts from harried soldiers)
German builds:
Sturmgruppe Granit:
(SA: Demolitions: At the end of your movement phase or assault phase, if this unit is in a hex that contains an Obstacle or in a hex with an Obstacle along one of its hex edges, you may roll a die. On a 4 or higher, destroy that Obstacle.) This does not count towards bunkers.
(SA: Determination: This unit may move while disrupted.)
(SA: Tough: This unit ignores the -1 to each attack die when disrupted.)
(SA: Hollow Charge Explosive-roll 10 dice, 4 successess = neutralized bunker)
10 x Fallschirmjaegers (Trupp 1-10)( Trupp 2 aborted and takes part in attack on Kanne Bridge—use Eisen rolls for Landing Chart)
1 x Fallschirmjaeger (Trupp 11) (arrives on turn 6)
Mission objective: Destroy all primary objectives per orders by turn 10.
*On day of game, Germans will receive their orders as to their objectives. (Subsequently, post game at Fatcats, anyone wishing to play this scenario may PM me and I will PM them back with the mission objectives on their honor not to cheat.)
**See Landing Chart for unit placement on map.
Sturmgrupp Eisen:
(SA: Demolitions: At the end of your movement phase or assault phase, if this unit is in a hex that contains an Obstacle or in a hex with an Obstacle along one of its hex edges, you may roll a die. On a 4 or higher, destroy that Obstacle.) This does not count towards bunkers.
(SA: Determination: This unit may move while disrupted.)
(SA: Tough: This unit ignores the -1 to each attack die when disrupted.)
(SA: Hollow Charge Explosive-roll 10 dice, 4 successess = neutralized bunker)
Mission objective: attack and hold Kanne Bridge by beginning of turn 3. (If held or uncontested by Belgians at start of turn 3, it is destroyed)
***See Landing chart for unit placement on map.
10 x Fallschirmjaegers
Advance elements of Army Group B:
Mission objective: Must link up Pioneer Battalion 51 with Sturmgrupp Granite on top of Fort Eben Emael by turn 10.
Pioneer Battalion 51:
(SA: Demolitions: At the end of your movement phase or assault phase, if this unit is in a hex that contains an Obstacle or in a hex with an Obstacle along one of its hex edges, you may roll a die. On a 4 or higher, destroy that Obstacle.) This does not count towards bunkers.
(SA: May enter water hexes without movement roll. Movement rate remains as normal.)
6 x Wehrmacht Veteran Infantrymen
Infantrie Regiment 151
2 x Flak 88
3 x BMW R75
2 x SD KFZ 222
4 x SD KFZ 251
1 x SD KFZ 250
3 x sIG 33
1 x Panzer II Ausf. C
6 x PzKpfw 38(T)
2 x StuG III Ausf. D
2 x Panzer III Ausf. F
8 x Mauser Kar 98k
2 x SS Haupsturmfuhrer
2 x Light Mortar
4 x Panzergrenadier
3 x PAK 38
2 x 20mm Flak 38
Additional units:
3 x Stuka JU 87D (AI = 6/4/0) SA: Bombs on turns 1, 3, 5, 7, 9 (AI = 10/0/0), Blast, SA: Aircraft, SA: Slow
Landing Chart for gliderborne Pioneers:
Color for overall look: (barbed wire in red)
[IMG] [/IMG]
Gray to allow better resolution and readability:
[IMG] [/IMG]
Underground tunnels: Germans will NOT see where units are placed within.
[IMG] [/IMG][img][/img]
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Celt
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The big map is approximately 12 MB as a PDF and is standard 2" hexes. The Belgian tunnel map is standard 2" hexes also.
Additionally, I have the complete rules which include the Sturmgruppe granit mission objectives which I did not want to post publicly as they require a certain amount of obvious secrecy about them.
If anyone is interested in playing this, PM me and I'll send the maps and the additional rules.
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NeuralDream
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Impressive detail. We are planning to play the Eben Emael with my gaming group this March. We will use your scenario!
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Celt
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Great! Interested to hear the outcome.
I made an important correction, BTW, to Bloc 1. It now reads:
Bloc 1: 2AT guns, 3 MGs (covers western arc and arc towards Bloc 2 only, may not fire on top of fort)
The correction being the addition of the word "western".
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NeuralDream
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Re: 1940.05.10 - Eben Emael and the Kanne Bridge | Celt wrote: | Landing Chart for gliderborne Pioneers:
 |
Now I'm probably missing something, but what is the 7-10 for inside. Isn't it a 1d6 that we throw?
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Celt
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Re: 1940.05.10 - Eben Emael and the Kanne Bridge | NeuralDream wrote: | | Celt wrote: | Landing Chart for gliderborne Pioneers:
 |
Now I'm probably missing something, but what is the 7-10 for inside. Isn't it a 1d6 that we throw? |
Ya caught me.
roll a 1D10 first, then a 1D6.
Good catch. Thanks. I'll correct that.
[edit]: All fixed. Again...good catch. Thanks.
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Celt
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Addendum to the rules (in blue):
• Command Post: 2 officers that add 2 attack dice to whatever bunker they occupy. Counter-attacking soldiers adjacent to one of these officers roll 1 extra attack die. Use French Bold Captains.
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Celt
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another amendment:
Sturmgruppe Eisen now has until the start of turn 4 to take the Kanne Bridge.
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Richter von Manthofen
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I had no time to go over the scenario in detail - just a few comments based on what i read so far -
1. - we need Belgian troops
2. - there should be a Case Yellow campaign made by this guy - and not just a scenarrio
3. - drool factor is high - I started to collect more Fallschirmjäge
I think i will try to come up with a scenario based on the german attack on Rotterdam - (not the bombing there were FJ attacking the city)
Good work Celt!
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NeuralDream
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| Richter von Manthofen wrote: |
1. - we need Belgian troops
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http://aaminis.myfastforum.org/about331.html
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VonGwinner
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I made a card that may be of good use to the scenario... check my custom cards thread for the German DFS Glider.
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Celt
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| VonGwinner wrote: | | I made a card that may be of good use to the scenario... check my custom cards thread for the German DFS Glider. |
Thanks. I'll check it out.
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Celt
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Good game yesterday guys. Hope everyone enjoyed playing the scenario.
A few modifications to the rules:
Fallschirmjagers have the following and are duly noted in the rules now.
(SA: Determination: This unit may move while disrupted.)
(SA: Tough: This unit ignores the -1 to each attack die when disrupted.)
Additionally, the Germans gain, for historical reasons, 2 x 88mm Flak guns.
Also, they now have 4 x sIG33s and 4 x Stugs. This keeps options open for the Germans in taking bunkers later on, and forces more targets for the Belgians to consider.
Stukas now read:
3 x Stuka JU 87D (AI = 6/4/0) SA: Bombs on turns 1, 3, 5, 7, 9 (AI = 10/0/0), Blast, SA: Aircraft, SA: Slow
This simulates constant harassment from the air.
Belgian clarification: Although the Blocs may say 3 MGs, the rule now states that each firing arc is allowed one double shot.
I will also post a firing arc map as soon as I can.
Also, the MICA is treated as a single Quad 50.
The game reaffirmed my suspicion that luck may too sharply decide the game early on so these new modifications leave some options open for a longer game.
A Note on these rules and yesterday's game: The MICA seemed to have been forgotten. As it was not taken out by the Germans, Stukas were still able to be shot at and were not. So if the Stukas seem quite powerful with this new modification, they are also still easy targets until the MICA is removed.
The Addition of Hard Charger and Toughness to the Fallschirmjagers would probably not have helped them yesterday, at least very much. Hornet69 hit most of his landing targets and tagged bunkers 1st turn...then took 50% casualties. The next turn he had 2 left. By turn 3 the top of Fort Eben Emael was clear of Fallschirmjagers. Once the Belgians (118th_MPCo_abn and Ajax) warmed up to the complex firing rules, they proved extremely efficient.
The Germans took the Kanne Bridge...barely, confirming my reasoning to up the time by 1 turn.
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NeuralDream
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| Celt wrote: | Stukas now read:
3 x Stuka JU 87D (AI = 6/4/0) SA: Bombs on turns 1, 3, 5, 7, 9 (AI = 10/0/0), Blast, SA: Aircraft, SA: Slow
This simulates constant harassment from the air.
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I doubt that a Stuka could bomb more than twice in the time scales that we are usually playing with. But I understand that you simulate constant harassment and you can't have 10 Stuka minis to do that if they bomb only once or twice per game.
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Celt
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| NeuralDream wrote: | | Celt wrote: | Stukas now read:
3 x Stuka JU 87D (AI = 6/4/0) SA: Bombs on turns 1, 3, 5, 7, 9 (AI = 10/0/0), Blast, SA: Aircraft, SA: Slow
This simulates constant harassment from the air.
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I doubt that a Stuka could bomb more than twice in the time scales that we are usually playing with. But I understand that you simulate constant harassment and you can't have 10 Stuka minis to do that if they bomb only once or twice per game. |
Exactly. I think also that if they get shot down, the German Luftwaff might consider it too hot and abort further missions until the AA is cleared out. This is in the sim too.
Plus...who's got 10 Stukas?
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Celt
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Yet another addendum...only because I thout it was obvious before:
Granit, Eisen, and Pioneer Battalion 51 all have the following as engineers:
(SA: Demolitions: At the end of your movement phase or assault phase, if this unit is in a hex that contains an Obstacle or in a hex with an Obstacle along one of its hex edges, you may roll a die. On a 4 or higher, destroy that Obstacle.) This does not count towards bunkers.
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Toyama
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Do you think they should be able to move AND demolish, or attack AND demolish? I would suggest to let hem use their SA instead of moving or attacking.
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Celt
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| Toyama wrote: | | Do you think they should be able to move AND demolish, or attack AND demolish? I would suggest to let hem use their SA instead of moving or attacking. |
According to the official engineer rules, they roll for this when they enter a hex with an obstacle, apart from an attack.
Also, if they have to contend w/ barbed wire instead of proceeding, they will be slaughtered. Believe me when I say that they have a big job. Someone at the game suggested adding more Fallschirmjagers but that would be non-historical. Frankly, I didn't even have them roll during the game and they were still wiped off the face of the fort by turn 4.
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Celt
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Here is a map of the firing arcs...
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Celt
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Hey...anyone played this yet?
Yah, I know, printing the maps is a Beotch, but just wondering.
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Panzer2C
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Celt,
Please send me the map and additional rules. I'd like to try this scenario with my group. My email is randy648@aol.com. TY.
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Celt
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| Panzer2C wrote: | Celt,
Please send me the map and additional rules. I'd like to try this scenario with my group. My email is randy648@aol.com. TY. |
Map and rules sent w/ single revision to hollow charge effect (I edited the first page of this thread accordingly).
Please post the results.
Thanks for the interest.
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Panzer2C
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First let me say this is a wonderful map set and the most interesting scenario I have seen in a while. I have printed out the maps and read the scenario several times, but I still need some help.
Is the top of the map North?
Are the Admin buildings the 2 bldg hexes adjacent to the west side of the fort?
What is the top of the fort? The north fort area bounded by bluffs and barbed wire?
"Eben Emael's eastern & western outer hex projections do not block LOS" Do you mean the bluffs on the east & west sides of the fort?
What is a 75mm quick-firing cannon? How to use? Is this a ZIS-2 with more than one shot per assault phase?
"Mi Sud/Mi Nord 2 MG bursts/each N-S direction" Please explain.
Canister Rds:360 deg 4-hex radius from same hex. Please explain. AI 10/8/6/4 Bombardment. Does the 4 refer to the 4 hex radius?
Strum. Granit & Strum. Eisen - See landing Chart - Does this mean use a D10 & D6 and their target hex to find which hex each Para lands in? In the case of the S. Eisen is the target hex is the Kane Bridge for all 10 paras?
Where do the 6 Wher. Vet Inf of the Pioneer 51 start & on what turn?
Where does the Infantrie Reg. 151 start & on what turn?
Thank you for all the work you have put intop this scenario.
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Celt
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| Panzer2C wrote: | First let me say this is a wonderful map set and the most interesting scenario I have seen in a while. I have printed out the maps and read the scenario several times, but I still need some help.
Is the top of the map North? |
Yes
| Panzer2C wrote: | | Are the Admin buildings the 2 bldg hexes adjacent to the west side of the fort? |
yes
| Panzer2C wrote: | | What is the top of the fort? The north fort area bounded by bluffs and barbed wire? |
Yes
| Panzer2C wrote: | | "Eben Emael's eastern & western outer hex projections do not block LOS" Do you mean the bluffs on the east & west sides of the fort? |
Yes. Because it's hex-based, straight canal lines were not really feasible so to keep units to one side or the other, I followed the hex edges. For a better sense of it, I suggest googling eben emael images so that you see the true shape. Guns should have unimpeded firing up and down the canal.
| Panzer2C wrote: | | What is a 75mm quick-firing cannon? How to use? Is this a ZIS-2 with more than one shot per assault phase? |
Use the ZIS-2. 1 shot/assault phases, 2 options for rounds.
| Panzer2C wrote: | | "Mi Sud/Mi Nord 2 MG bursts/each N-S direction" Please explain. |
Treat like a vickers that can shoot 2x North and 2x South.
| Panzer2C wrote: | Canister Rds:360 deg 4-hex radius from same hex.
Please explain. AI 10/8/6/4 Bombardment. Does the 4 refer to the 4 hex radius? |
Target gets 10dice, next hex out gets 8 dice, 3rd hex out ges 6 dice, 4th hex out gets 4 dice.
| Panzer2C wrote: | | Strum. Granit & Strum. Eisen - See landing Chart - Does this mean use a D10 & D6 and their target hex to find which hex each Para lands in? In the case of the S. Eisen is the target hex is the Kane Bridge for all 10 paras? |
You want to drop them near their objective. You pick the hex for each Fallschirmjager, then roll a d10. Follow the result in terms of your target hex. 7-10 means your dead on. 1-6 indicates direction off. Then roll 1d6. The result indicates distance off up to 3 hexes.
| Panzer2C wrote: | Where do the 6 Wher. Vet Inf of the Pioneer 51 start & on what turn?
Where does the Infantrie Reg. 151 start & on what turn? |
Anywhere within the standard 3 hexes along the north edge of the map on the northeast side of the canal.
| Panzer2C wrote: | | Thank you for all the work you have put intop this scenario. |
No prob. Thanks for the interest and have fun.
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