OPERATION MARKET-GARDEN - README FILE

       Dakota

Guards Arm 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.
 

falschirm  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.

landing

101 AB 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.


XXX Corps 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


crossing

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.

bridge

Luftwaffe  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.


panther
 
82 AB 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.

typhoon

SS 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.

Me-262  

8 Arm 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.


7 Arm 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.


1 AB 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!


Pol AB 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