0510_10A WDS: The Five Days War - PzC 12 France '40



Rating: | 9.7 (1) |
Games Played: | 1 |
SM: | 6 |
Turns: | 53 |
Type: | Stock |
First Side: | Axis |
Second Side: | Allies |
Date: May 10th, 1940 - Size: Large - Location: Netherlands
Designer Notes: In this variant, the Dutch 5th and 6th Divisions start in their historic positions around 's-Hertogenbosch. The scenario is less likely to unfold historically. This scenario uses manual bridge damage rules.
Scenario Briefing: Despite his public assurances that Germany would respect the Netherlands' neutrality in the coming war, from the start, Hitler regarded the Netherlands as a key point in German strategy and ordered his generals to draw up plans for an invasion before the last shots had been fired in Poland. An invasion of the Netherlands would facilitate the conquest of Belgium and would provide the Luftwaffe with valuable airbases from which to strike Britain. The task of subduing the Netherlands would be left to Georg von Küchler's 18th Army. Discounting the combat effectiveness of the Netherlands' militia army (which had not fought a continental war since 1831 and had been severely de-funded in the 1920s and 30s), the German leadership repeatedly stripped forces away from Küchler to reinforce the main effort against French through the Ardennes. To compensate for the relative weakness of 18th Army, the Germans developed a bold plan: paratroopers and airlanding infantry under General Kurt Student would drop far in the rear of the Dutch field army and seize key bridges over the Oude Maas, Nieuwe Maas and Hollands Diep while a group commanded by Hans Graf von Sponeck would land at airfields near the Hague and attempt to capture the Dutch Queen and Parliament, forcing an early capitulation. Meanwhile, the overland invasion would be preceded by German Brandenburger operatives who, disguised as Dutch soldiers and Police, would capture the Maas bridges and disable Dutch demolition charges. Armored trains, some backed by a battalion of entrained infantry, would speed ahead of the German army across these bridges and deep into Dutch territory. While much of the German general staff regarded the airborne operations, particularly around the Hague, as a novelty and held a realistic estimation that the Battle of the Netherlands would last about a week, others, perhaps overconfident after the rapid capitulation of Denmark, assumed the Dutch war could be over in a day - General Von Sponeck even landed with a bouquet of flowers to present to Queen Wilhelmina upon his arrival in the Dutch capital. Hitler was fully confident that a show of force would prompt a speedy surrender. The Führer's overly optimistic attitude was soon shattered. As dawn broke on May 10th and German troops poured over the Dutch border and fell upon Holland from above, it quickly became apparent that the Dutch would fight for their country.
Recommended Rules: (Default)
Alternative Assault Resolution, Artillery Set Up, Recon Spotting, Virtual Supply Trucks, Optional Surrender, Low Visibility Air Effects, Quality Fatigue Modifier, Counterbattery Fire, Night Fatigue, Programmed Weather, Limited Air Recon.
(The Delayed Disruption Reporting rule will provide a more challenging experience for the attacking player. Playing without the Limited Air Recon rule will provide a more realistic depiction of cooperation between German aerial reconnaissance and bomber forces, but may overstate Allied capabilities.)
Additional Designer Notes:
1. At the beginning of the campaign, the Dutch 5th and 6th Divisions were situated behind the Peel-Raam Line and then withdrew north to the Waal and Linge Rivers immediately after the German invasion. This version of the scenario starts these forces at their historic positions and the Allied player may choose to recreate the historic withdrawal or use these divisions for some other purpose. In PBEM play, players may consider adopting a house rule requiring the Allied player to immediately move the Dutch 5th and 6th Divisions north of the Waal.
2. There was little time between the landing of the paratroopers and the arrival of the airlanding infantry - the transports carrying the airlanding troops had no time to turn around or verify whether or not the airfields were solidly in German hands. To model this it is desirable that the German player accept all reinforcements regardless of whether their arrival hexes are in German or Dutch hands.
3. It is recommended that the German players uses all available air support against the Dutch airfields and assault each as soon as possible.
4. The German player has strategy options to direct the landing of reinforcements landing after 06:00.
5. This version of the scenario uses manual bridge damage rules. The Allied player will receive single-use bridge destruction teams as reinforcements between May 10th and 12th. These are intended to represent the pre-planned demolition programs near the border. These units will only be available for a single turn, so if not used they will be lost.
Designer Notes: In this variant, the Dutch 5th and 6th Divisions start in their historic positions around 's-Hertogenbosch. The scenario is less likely to unfold historically. This scenario uses manual bridge damage rules.
Scenario Briefing: Despite his public assurances that Germany would respect the Netherlands' neutrality in the coming war, from the start, Hitler regarded the Netherlands as a key point in German strategy and ordered his generals to draw up plans for an invasion before the last shots had been fired in Poland. An invasion of the Netherlands would facilitate the conquest of Belgium and would provide the Luftwaffe with valuable airbases from which to strike Britain. The task of subduing the Netherlands would be left to Georg von Küchler's 18th Army. Discounting the combat effectiveness of the Netherlands' militia army (which had not fought a continental war since 1831 and had been severely de-funded in the 1920s and 30s), the German leadership repeatedly stripped forces away from Küchler to reinforce the main effort against French through the Ardennes. To compensate for the relative weakness of 18th Army, the Germans developed a bold plan: paratroopers and airlanding infantry under General Kurt Student would drop far in the rear of the Dutch field army and seize key bridges over the Oude Maas, Nieuwe Maas and Hollands Diep while a group commanded by Hans Graf von Sponeck would land at airfields near the Hague and attempt to capture the Dutch Queen and Parliament, forcing an early capitulation. Meanwhile, the overland invasion would be preceded by German Brandenburger operatives who, disguised as Dutch soldiers and Police, would capture the Maas bridges and disable Dutch demolition charges. Armored trains, some backed by a battalion of entrained infantry, would speed ahead of the German army across these bridges and deep into Dutch territory. While much of the German general staff regarded the airborne operations, particularly around the Hague, as a novelty and held a realistic estimation that the Battle of the Netherlands would last about a week, others, perhaps overconfident after the rapid capitulation of Denmark, assumed the Dutch war could be over in a day - General Von Sponeck even landed with a bouquet of flowers to present to Queen Wilhelmina upon his arrival in the Dutch capital. Hitler was fully confident that a show of force would prompt a speedy surrender. The Führer's overly optimistic attitude was soon shattered. As dawn broke on May 10th and German troops poured over the Dutch border and fell upon Holland from above, it quickly became apparent that the Dutch would fight for their country.
Recommended Rules: (Default)
Alternative Assault Resolution, Artillery Set Up, Recon Spotting, Virtual Supply Trucks, Optional Surrender, Low Visibility Air Effects, Quality Fatigue Modifier, Counterbattery Fire, Night Fatigue, Programmed Weather, Limited Air Recon.
(The Delayed Disruption Reporting rule will provide a more challenging experience for the attacking player. Playing without the Limited Air Recon rule will provide a more realistic depiction of cooperation between German aerial reconnaissance and bomber forces, but may overstate Allied capabilities.)
Additional Designer Notes:
1. At the beginning of the campaign, the Dutch 5th and 6th Divisions were situated behind the Peel-Raam Line and then withdrew north to the Waal and Linge Rivers immediately after the German invasion. This version of the scenario starts these forces at their historic positions and the Allied player may choose to recreate the historic withdrawal or use these divisions for some other purpose. In PBEM play, players may consider adopting a house rule requiring the Allied player to immediately move the Dutch 5th and 6th Divisions north of the Waal.
2. There was little time between the landing of the paratroopers and the arrival of the airlanding infantry - the transports carrying the airlanding troops had no time to turn around or verify whether or not the airfields were solidly in German hands. To model this it is desirable that the German player accept all reinforcements regardless of whether their arrival hexes are in German or Dutch hands.
3. It is recommended that the German players uses all available air support against the Dutch airfields and assault each as soon as possible.
4. The German player has strategy options to direct the landing of reinforcements landing after 06:00.
5. This version of the scenario uses manual bridge damage rules. The Allied player will receive single-use bridge destruction teams as reinforcements between May 10th and 12th. These are intended to represent the pre-planned demolition programs near the border. These units will only be available for a single turn, so if not used they will be lost.
Player Voting Stats | ||
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Member | Balance | Enjoyment |
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Well Balanced | 9 |
Gaming Records | |||||||||
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1st Side Player | 2nd Side Player | Result | Score | ||||||
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Dog Soldier | vs. | sja_ski | ![]() |
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Draw | 60 | 60 |