OPERATION MARKET-GARDEN
- README FILE
BEFORE YOU INSTALL THE SCENARIO......
1. Do you have the Test of Time version of Civilization
2?
This is a scenario for the Test of Time version of Civilization
2. It cannot be played on other versions of Civilization. Test
of Time is the ultimate version of Civilization 2. It has capacities
for scenario building well beyond other versions of Civ2 or Civ
3. Unfortunately, it's becoming somewhat rare. You can still find it
on EBay, Amazon, etc. or you can download a trial version, which you can
purchase online for $9.95 US.
Download it here:
Test of Time - trial version
2. Have you installed the Test of Time patch?
It's important that you do so BEFORE starting
the scenario.
download it here:
CivFanatics
or here:
Apolyton
or here:
Cradle of Civilization
3. Have you disabled the animated sprites?
They can override the unit and terrain
graphics of the scenario. Turning them off using the Graphic Options
menu doesn't always work. The only 100% effective way to disable
them is to create a holding folder in the Original directory.
Put all spr. files from that directory inside the holding folder, including
resource spr. and static.spr. When you want the animated units and terrain
back, just move the spr. files out of the holding folder and back into
the Original directory.
INSTALLATION
Installation:
· Under your ToT directory, create (if you have
not already done so) a folder called Scenarios. Do not put this in
the Original, Fantasy or Sci-fi folders. It must be directly under the
main Test of Time directory.
· Inside the Scenario folder, create a second folder
called 'Operation Market-Garden'.
· Unzip ALL the files you've downloaded into the
newly created Operation Market-Garden folder.
· To install sound, create a folder called Sound
in your new Operation Market-Garden folder. Extract all the sound
files into the Sound folder.
· To install the art for this Readme file, create
a folder called Art in your new Operation Market-Garden folder.
Extract all the files from the Art zip into it.
VICTORY CONDITIONS
The Allied player wins if , at the end of the game, (s)he has
captured the city of Deelen and has a minimum of 20 ground units within
3 squares of the city, at least 6
of which must be armored (Sherman Firefly, Sherman V, Sherman flail
, Cromwell or Dailmer armored car), AND can trace a line of supply from
Deelen to both Lommel and Lille- St. Hubert. This line of supply
must be traced from square to square, without crossing any impassible
terrain or passing through any German units. It may pass through the
zones of control of German units. Major rivers must be crossed at bridges
for supply purposes - ferries may not be used. Failing to meet these
conditions at the time the scenario ends means an Allied decisive defeat.
Ignore the pop-up box telling you if you've won or lost.
HISTORY
Montgomery's HQ: Operation Market-Garden, September 10,
1944: Final Planning Conference
On the narrow corridor that would carry the armored drive,
there were five major bridges to take. They had to be seized intact
by airborne assault. It was the fifth, the crucial bridge over the
Lower Rhine at a place called Arnhem, sixty-four miles behind
the German lines, that worried Lt. General Frederick Browning, Deputy
Commander, First Allied Airborne Army. Pointing to the Arnhem bridge
on the map he asked, "How long will it take the armor to reach us?" Field
Marshal Montgomery replied briskly, "Two days." Still looking at the
map, Browning said, "We can hold it for four." Then he added, "But, sir,
I think we might be going a bridge too far."
from "Arnhem", the memoirs of Maj. General Roy Urquhart
Chronology:
Sunday, 17 September, 1944
Early in the morning targets in the Netherlands were attacked
by more than 1,700 bombers and fighters of the R.A.F. Bomber Command,
Fighter Command and the Second Tactical Air Force (2nd TAF) and of the
American 8th Air Force. At 9.45hrs the first of a total of 2,023 transport
airplanes and tugs towing gliders took off from 24 airfields in England
to transport the airborne troops to the landing areas in the Netherlands.
In total 20,000 men, 511 vehicles, 330 guns and 590 tons of material
were transported by air.
Between 13.00 and 14.00hrs the lst British Airborne Division
was dropped near Arnhem and Oosterbeek, the US 82nd Airborne Division
near Nijmegen and Grave and the US 101st Airborne Division near Son and
Veghel. The British 2nd Parachute Battalion under command of Lt.-Col.
J. Frost reached the northern ramp of the bridge over the River Rhine
in Arnhem at about 19.30hrs. The bridge over the River Meuse near Grave
was captured by the 82nd and the bridges in the sector of the 101st were
taken undamaged, except for the bridge over the Wilhelmina Canal in Son
which was blown up by the Germans just before the paratroopers arrived.
After the start of the landings General Brian Horrocks of the
British XXX Army Corps gave the order to attack. At 14.15hrs about
350 guns, positioned in a mile-wide front near the Kempish Canal in
Belgium, opened fire on the German lines. Tanks of the Irish Guards started
advancing from Neerpelt in Belgium at 14.35h but met with heavy resistance
and could only get as far as Valkenswaard. Radio Oranje (Dutch resistance
radio) called upon personnel of the Dutch Railways to strike in order
to stop German railway traffic.
Monday, 18 September, 1944
With the onset of fog it was already afternoon before reinforcements
and supplies began to arrive. Near Arnhem the 1st Airborne advanced
to reinforce Frost's troops at the bridge, but only get as far as the western
edge of the city. Eindhoven was captured by the 101st Airborne Division.
In the late afternoon XXX Corps arrived in the southern outskirts of Eindhoven.
At about 21.00hrs the British Royal Engineers started building a Bailey
bridge over the Wilhelmina Canal in Son.
Tuesday, 19 September, 1944
The British paratroopers attempted to reach the men isolated
on the bridge in Arnhem, but met heavy resistance and had to retire,
suffering severe losses. The attempted resupply by air near Arnhem failed
and a similar operation near Groesbeek and Son was hindered by bad visibility.
By 6.15hrs the 33 meter long Bailey bridge over the Wilhelmina Canal
in Son was finished and XXX Corps was able to continue its advance. Market
Garden was now 36 hours behind schedule. In the afternoon the Guards
Armoured Division reached Nijmegen but couldn't continue because the
bridge over the River Waal was still in German hands. At 19.10hrs the
Luftwaffe bombed Eindhoven, killing 227 people and wounding hundreds.
Wednesday, 20 September, 1944
The British paratroops on the bridge in Arnhem still held out,
although heavily attacked. In Nijmegen the bridges over the River Waal
were captured in the evening. The advance towards Arnhem was halted because
the 43rd Infantry Division had not yet arrived. The Germans attacked the
bridge in Son but were repulsed. Supply from the air had more success, especially
near Overasselt.
Thursday, 21 September, 1944
In the morning the Dutch "Prinses Irene Brigade" moved north
through Eindhoven, on its way to Grave. In Arnhem the remaining paratroops
of Frost's 2nd battalion on the Arnhem bridge surrendered to the
Germans after heroic resistance. XXX Corps gave artillery support to the
main body of the 1st Airborne in Oosterbeek. The 1st Polish Independent
Parachute Brigade under command of Maj.-Gen. Sosabowski was dropped near
Driel, south of the River Rhine, but were unable to cross to the north bank.
The British tanks advance beyond Elst was delayed while they waited for
the infantry to catch up. Supply aircraft were attacked by the Luftwaffe
near Arnhem.
Friday, 22 September, 1944
Bad weather prohibited resupply by air. The 43rd Infantry Division
advanced from Nijmegen, but only reached Elst. A British scouting unit
made contact with the Polish Airborne brigade. The Germans attacked
the corridor between Uden and Veghel from the east and blocked all traffic
for 24 hours. A brigade of the Guards was sent back from Nijmegen to
Veghel to give support to the 101st from the north. At night 50 Poles
succeeded in crossing the Rhine and reaching the British paratroops in
the Oosterbeek perimeter.
Saturday, 23 September, 1944
The weather improved and reinforcements could be dropped
near Overasselt and Son. In the afternoon the corridor was opened once
again. The British occupied Elst, but in Oosterbeek the British 1st Airborne's
position was worsening. At night about 200 more Poles crossed the Rhine.
Sunday, 24 September, 1944
Thr weather worsened. The British paratroops surrounded near
Arnhem got artillery support from the XXX Corps artillery. The British
infantry and the Polish paratroops attempted unsuccessfully to cross the
Rhine at night. The British XXX Corps moved towards Driel in the Betuwe.
The corridor was blocked for the second time, this time between St. Oedenrode
and Veghel.
Monday, 25 September, 1944
During the evening and the night the remnants of the British
1st Airborne Division were withdrawn over the Rhine. More than 2,200
men reached safety on the southern bank of the river. The wounded were
left behind. The corridor remained blocked.
Tuesday, 26 September, 1944
The weather improved considerably. The corridor was opened again,
after a blockade of 44 hours. Market-Garden was over.
DESIGNERS NOTES
General: Play only as the Allies. Each turn is 2 hrs of
real time, not including nighttime. The game lasts from 1300 hours
(September) 17 to 1700 hours (September) 25 (50 turns).
Objective: Capture Deelen, north of Arnhem, AND be able
to trace, at the end of the game, a path a motorized unit could take
from the 2 towns in the original Allied bridghead to Deelen, without using
a ferry or passing through a German unit. Every town along "Hell's Highway"
is an objective (13 in all) and even a marginal victory requires all of
them to be Allied controlled at the end of the game. However, if key
bridges are blown the Allies would still lose and the game engine won't
recognize this. Another route is also possible, though not likely. Deelen
was the real operational objective, not Arnhem. The plan was to fly in
the 52 Lowland division, which was air transportable, to the airfield
there once it was secured.
Bridges: there are 2 kinds, major river and canal, with
a different system for blowing each kind. On every bridge over a
major river is an immobile and invisible German sapper unit. When the
Allies kill it, a second Barbarian sapper unit (also invisible) is
created near the bridge, usually on the north bank, at a randomized
location. If you get it first, the bridge is secure. If the Germans
get it, the bridge is blown. They can't be repaired, so all the historical
bridges have been added, including the railway bridges, plus ferries.
Canal bridges, which can be repaired, are blown randomly
when adjacent cities are captured, so stay off the bridges when attacking
cities. A Changeterrain event converts the bridge square from 'bridged'
(passible) to 'unbridged' (impassible) terrain. Unfortunately, this
also eliminates the canal (river) in the square. It's untidy looking,
but doesn't really affect gameplay. Canal bridges are repaired by engineer
units reconverting the terrain to 'bridged'. Only infantry and engineers
can move onto impassible terrain, so canals can be crossed by infantry
but not motorized or artillery units. IMPORTANT NOTE: To "repair" a blown
canal bridge requires the engineer unit to transform the terrain from 'unbridged'
back to 'bridged'. Unfortunately, since the engineer unit is not buildable,
the transform menu choice under 'orders' does not appear. Simply press
the letter 'o' on your keyboard to get the engineer to transform.
Airpower: the addition of airpower could have seriously
unbalanced the game in favour of the Allies. To avoid difficulty
keeping the airpower at the right balance, OMG uses a unique approach.
The Allies get 2 Typhoons, 2 (later 4) Spitfires, 1 Mosquito, and 1
Mitchell. That's all. If one is lost, it is replaced 6 turns later. German
air units (Me-109s, FW-190s, Ju-88s, and Me-262s) are generated randomly.
This keeps Allied airpower in balance, while still providing unpleasant
surprises for them now and again. Air unit ranges are much shorter than
in reality to compensate for the fact that they didn't actually operate
from bases on the map. Please limit basing air units to the 2 airfields
and 2 cities in the Allied bridgehead, Eindhoven, Nijmegen, Grave and
Deelen. Real airforces face many limitations on their ability to operate
such as weather, supply, etc. which the shorter ranges and base restrictions
help simulate.
PLAYERS NOTES
Allied Plans:
Plan A is the historical plan used for Operation Market-Garden.
The 1st Airborne is dropped several kilometers west of Arnhem. It's
objective is the city of Arnhem and the bridge there. The 82nd Airborne
is dropped east and south of Nijmegen. It's objective is the city of
Grave and the bridge there and to take and hold the heights near Groesbeek.
It should wait for the arrival of XXX Corps to attempt to capture Nijmegen,
unless a good opportunity presents itself to storm the city. The 101st
Airborne will be dropped near the towns of Son, Best and Veghel and should
capture the bridges across the canals there as well as securing the road
as far as Grave. The division should prepare to defend these bridges and
the road from Eindhoven to Grave against vigorous German counter-attacks
expected from Sept 19 onwards. XXX Corps should move north as quickly as
possible, using the Sherman flail unit to clear minefields and engineer units
to repair blown canal bridges. Once across the Waal River, it should join
with the 82nd airborne to take Nijmegen and the bridge there. When this is
done, advance to the Arnhem bridge, cross it, and join with the 1st airborne
to sieze and hold Deelen. Secure a line of communications traversable by
motorized units from your base at Lille St. Hubert and Lommel to Deelen at
the end of the scenario and you win the game. Air superiority can only be
expected for the first two days as aircraft will be reassigned to the strategic
bombing of Germany after this time.
Plan B is a more aggressive version of the historical plan
used for Operation Market-Garden. Higher losses are to be expected
with this plan. The 1st Airborne will be dropped directly adjacent to
Arnhem. It's objective is the city of Arnhem and the bridge there. The
82nd Airborne will be dropped directly east and south of Nijmegen. It's
objective is to storm the city and to secure the Grave bridge. The 101st
Airborne will be dropped near the towns of Son, Best and Veghel and should
capture the bridges across the canals there as well as securing the road
as far as Grave. The division should prepare to defend these bridges and
the road from Eindhoven to Grave against vigorous German counter-attacks
expected from Sept 19 onwards. XXX Corps should move north as quickly
as possible, using the Sherman flail unit to clear minefields and engineer
units to repair blown canal bridges. Once across the Waal River, it should
join with the 82nd airborne at Nijmegen and advance to the Arnhem bridge,
cross it, and join with the 1st airborne to sieze and hold Deelen.
Secure a line of communications traversable by motorized units from your
base at Lille St. Hubert and Lommel to Deelen at the end of the scenario
and you win the game. Air superiority can only be expected for the first
two days as aircraft will be reassigned to the strategic bombing of Germany
after this time.
Plan C is an alternate plan used for Operation Market-Garden.
The 1st Airborne is dropped several kilometers west of Arnhem. It's
objective is the city of Arnhem and the bridge there. The 82nd Airborne
is dropped east and south of Nijmegen. It's objective is the city of
Grave and the bridge there and to take and hold the heights near Groesbeek.
It should wait for the arrival of XXX Corps to attempt to capture Nijmegen,
unless a good opportunity presents itself to storm the city. The 101st
airborne will be held in reserve and dropped across the Neder Rijn
to assist the 1st Airborne. XXX Corps should move north as quickly as
possible, using the Sherman flail unit to clear minefields and engineer
units to repair blown canal bridges. It must capture the towns of Son,
Best and Veghel and should secure the bridges across the canals there as
well as the road as far as Grave. Detachments should be left to defend these
bridges and the road from Eindhoven to Grave against vigorous German counter-attacks
expected from Sept 19 onwards. Once across the Waal River, it should join
with the 82nd airborne to take Nijmegen and the bridge there. When this
is done, advance to the Arnhem bridge, cross it, and join with the 1st airborne
to sieze and hold Deelen. Secure a line of communications traversable
by motorized units from your base at Lille St. Hubert and Lommel to Deelen
at the end of the scenario and you win the game. Air superiority can only
be expected for the first two days as aircraft will be reassigned to the
strategic bombing of Germany after this time.
TACTICS
Base terrain in canals and minor river terrain have a high
movecost and units on them defend at 1/2 strength, so they're good
killing grounds for adjacent defending units. Canals are placed in either
unbridged or bridged terrain. Motorized and artillery units cannot enter
canal squares in unbridged terrain. Unbridged terrain can be converted
to bridged only by engineer units.
All cities have city walls and SAM batteries, so attacking
them with aircraft or tanks is a bad idea. Infantry and artillery have
the ignore city walls flag, so only they should be used to attack cities.
Anti-aircraft units can attack adjacent aircraft, as well as being
doubled against air attack.
Minefield terrain is impassible to armored units and
artillery, and costs 6mp for infantry to enter. Units defend on a minefield
an 1/2 strength. Minefields can be converted to plains terrain
in the same turn by the Sherman Flail unit or an Engineer unit.
Glider units are immobile trigger units. There are 10 in
all. Each one represents a specific landing zone for glider-borne units,
including jeeps, artillery and anti-tank guns. They appear 1 turn before
the units they carry. If the glider is killed before the units it is
conveying arrive, they never appear - so try to protect them for their
first turn on the map.
Several commando units appear with some of the airborne
formations. They represent the 'pathfinders' dropped first to mark
the landing zones for the main airborne force. They are spy units,
with severely restricted functions. They can bribe German ferry units.
No other units are bribable. Commandos can also investigate cities,
but cannot bribe them, sabotage them or steal technologies.
Ferries are immobile ship units, with a transport capacity
of 2. If bribed with a commando unit, they can be used to transport
Allied units across major rivers. Once bribed, however, they become
prime targets for German air attacks.
There are 3 fortified German cities: Wesel, Goch, and Tilburg.
Don't try to attack them, the fortress unit is too strong.
Huge stacks are inevitable, especially in the first few
turns. Be very careful near enemy units and cities, as the AI is treacherous.
HOUSE RULES
Allied air units are limited to the 2 airfields and 2 cities in the
Allied bridgehead, Eindhoven, Nijmegen, Grave and Deelen. If your air
unit accidentally "lands" in another town, on the next turn, the offending
unit must move directly to one of the base cities above, without attacking
any units along the way. Once it is located in a legal base city, it
may conduct operations normally.
The Sherman Flail unit may not enter any unbridged canal
terrain. It can, but it may not.
WONDERS
There's only one, the West Wall in Kleve. It's the Great
Wall renamed, and it keeps German controlled towns with their anti-tank
ditches always repaired.
DEDICATION
To some long departed pioneeers of Scenario League at Apolyton:
Blackclove, Giant Squid, Mr. Temba, Mike Jeszenka and Cam Hills.
Those WERE the good old days!
THANKS
Again to Fairline for custom making the graphics used in the units
of this scenario. What a wonderful artist!
I hope you enjoy it.
techumseh
, September 2004