IT NEVER SNOWS – Historical Northern Scenario

First Turn: 1
Last Turn: 17
Length: 17 turns

Special Rules:
•	This scenario is played using maps A and B only. 
•	There is no Planning and Placement of DZ Markers (2.1b). The Allied units to air drop have been pre-determined. The historical DZ hexes are listed below. Air Drops scatter from these hexes normally.
•	Do not use the standard rules for Air Drop Points (2.1c). All airborne reinforcements arrive on the turns listed below. In addition, on each AM turn from GT 4 onwards, the Allied player rolls a die and receives that number of Air Drop Points to deliver Artillery Ammo Points (using the standard procedure in 2.1d).
•	Treat A1.04 as entry hex and supply source for all 30 Corps units.
•	During each Allied Supply Phase from GT 6 onwards, the Allied player rolls a die. On a 1, all Allied units drawing supply from the 30 Corps supply source are marked Out of Supply until the next Allied Supply Phase.
•	The Allied player receives only 1 Air Strike on Game Turns 1, 2, 3 and 4. Follow the standard rules thereafter.
•	On GT 7, the Allied player records the location of the 1 Pol Abn Bde DZ on scrap paper, in accordance with 2.1b. The hex chosen must be south of the Lower Rhine river. When this formation arrives on GT 8, the Allied player must reveal the recorded location.

Allied Artillery Points Available:

Airborne: None at start. 4 Artillery Ammo Points arrive with each yellow coded artillery unit landed. The ammo arrives safely, even if the artillery unit itself is destroyed on landing.

XXX Corps: Unlimited

Allied Information:
Set Up:
A48.22:	1 Abn Div Glider & Div Troops LZ/DZ
A43.23:	1 Para Bde DZ
A50.31:	4 Para Bde DZ
B15.19:	508 Abn Rgt DZ
B10.17:	505 Abn Rgt DZ
B3.31:	82 Abn Div Glider & Div Troops LZ/DZ
B2.34:	504 Abn Rgt DZ

German Information:
Set Up: 
A44.35:	Tettau (7/Lab SS Tng Co)
A47.20:	KG Krafft (4/16 SS Tng Co)
A45.18:	KG Krafft (2/16 SS Tng Co)
A47.14:	KG Krafft (9/16 SS Tng Co)
A61.17:	Independent (1/688 LW Flak Plt)
A60.15	KG Krafft (Weber LW Gar Co)
A33.30:	184 Arty Rgt (1, 2, 3 Crew Co)
A28.21:	14 Sst Bn (2, 3, 4 Kriegsmarine Sst Co)
A27.21	14 Sst Bn (5, 6 Kriegsmarine Sst Co)
A26.05:	10 SS Pz Div (V/AuE Arty Bn)
A24.01:	Independent (Beek LW Flak Plt)
A56.07:	KG Harder (7/Pz, 8/Pz, Wirk/Pz SS Crew Co)
A54.04	9 SS Pz Div (RAD Inf Bn)
A53.04:	Independent (4/310 RAD Flak Co)
A53.05	Independent (2/371 RAD Flak Plt)
A47.08:	Independent (4/216 75mm Co)
B24.19:	6 Erz Bn (1, 2 Erz Co)
B21.19:	6 Erz Bn (3, 4 Erz Co)
B22.32:	Independent (4/572 LW 88mm Plt), KG Henke ( LW Sch Co)
B21.33:	KG Henke (434 Pio Co, Melitz LW Sch Co)
B21.34:	Independent (4/572 LW 88mm Flak Co), KG Henke (Runge LW Sch Co)
B62.30:	KG Reinhold (1/Eul SS Inf Co, 4/Eul SS Mortar Co), KG Spindler (1/20, 2/20 SS Inf Co)
B62.31:	KG Reinhold (2/Eul SS Inf Co)
B43.33:	Independent (Huissen LW Flak Plt)
B40.19:	Independent (Pannerden LW Flak Plt)

Bridge Markers (Prepared side up)
A14.02	Honinghutje RR Bridge
A15.03	Honinghutje
A44.11	Arnhem RR Bridge
A48.05	Arnhem
B8.29	Malden
B11.34	Hatert
B5.27	Heumen
B4.24	Mook
B22.34	Nijmegen RR Bridge
B23.33	Nijmegen

German Artillery Points Available: 0
The German player rolls normally for Artillery Points received during each Reinforcement Phase.

Victory:
Use main Victory Conditions, 4.0.

Reinforcements:
Allies:

Turn	Entry Area	Units
1	A48.22	1 AL CW Glider Bde (A/KSB, B/KSB, C/KSB, D/KSB, A/Bdr, B/Bdr, C/Bdr, D/Bdr, B/Ssf, D/Ssf CW Glider Co, Spt/KSB, Spt/Bdr CW Weapon Co), CW Pilot Rgt (all)
	A43.23	1 CW Abn Div (1 CW Rec Co, 21 CW Para Co, 9 CW Eng Co, 1 AL CW Arty Bn), 1 Para CW Para Bde (all)
	B15.19	508 Abn Rgt (all)
	B10.17	505 Abn Rgt (all), 82 Abn Div (B/307, C/307, D/307 Eng Co, A/80 AT Co, 376 Arty Bn)
	B2.34	504 Abn Rgt (A/1, B/1, C/1, G/3, H/3, I/3 Abn Co)

2	A50.31	4 CW Para Bde (all)
	A48.22	1 CW AL Bde (A/Ssf, C/Ssf CW Glider Co, Spt/Ssf CW Weapon Co)
	B10.17	82 Abn Div (B/80 AT Co, 456 Arty Bn, 319, 320 Arty Bn)

4	A48.22	1 Pol Abn Bde (AT Pol AT Co)

5	A1.04	Gren/Gds (9), Irish/Gds [1/2/Irish at reduced strength] (8); B/2HHC/Gds; 55/Gds; 153/Gds; 84 Med/XXX.

6	A1.04	C/2HHC/Gds, D/2HHC/Gds, 11/Gds, 11 AGRE/Gds, 14/Gds, 148Pk/Gds, 615/Gds, Q/21/Gds, R/21/Gds, S/21/Gds, T/21/Gds, 1RF/Gds, 198/73/Gds.
	A/Drg/(82); Nott/(82) (4).
	82 Abn Div (D/2/504, E/2/504, F/2/504 Abn Co)

7	A1.04	KRRC/Recce/43 (4); A/43/Recce, B/43/Recce, C/43/Recce.
		(Allied player chooses and records a location for 1 Pol Abn Bde DZ)

8	A1.04	7Ham/130 (4), 4Drst/130 (4), 5Drst/130 (4), B/8Mx/43, 553/43.
		64Med/XXX, 419/52/XXX, 147/XXX
	1 Pol Abn DZ	1 Pol Abn Bde (1/1, 2/1, 3/1, 4/2, 5/2, 6/2, 7/3, 8/3, 9/3 Para Co, Eng Co)

9:	A1.04	Drg/214 (4), 7So/214 (4), 1Worc/214 (4), 5Duke/214 (4), C/8Mx/43, 204/43 

10:	A1.04	Hus/129 (4), 4So/129 (4), 4Wi/129 (4), 5Wi/129 (4), A/8Mx/43, 260/43

11:	A1.04	94/43, 112/43, 179/43, 207Pk/43, 13/43, 233/43, 236/43, 333/43, 336/43.

12	B3.31	82 Abn Div (A/307 Eng Co, C/80 AT Co, D/80, E/80, F/80 AA Co, 325 Glider Rgt)

Germans: Use the German Order of Arrival. Ignore any reinforcements which arrive at an Entry Area which is not on the map.
Optional Rules
I recommend the following rule changes to give the Allied player a chance of achieving what the airborne troops managed historically:

•	In the Air Drop Phase of GT 1, the Allied player places each unit within two hexes of its DZ. Do not roll for scatter but do roll for Air Drop Losses as normal. Units which land in Polder hexes on GT 1 can move on the turn they land.
Advice for Players
The Player are both faced with some interesting decisions:
•	For the 82nd Airborne, how many troops can be spared to try and take the bridges in Nijmegen? Or should you just wait until 30 Corps arrives?
•	For the 1st Airborne, how many troops to send into Arnhem? If too many troops are sent, it will be hard to defend the divisional DZ and supply lines.
•	The Polish Airborne Brigade can arrive almost anywhere, but it arrives late in the game. Can you make better use of it than the Allies did historically?
•	For the German player, how many troops from the Arnhem area should you send to reinforce Nijmegen and defend the Waal? Is better to concentrate on surrounding and retaking Arnhem Bridge, or attempting to capture 1st Airborne’s Divisional DZ to put the division out of supply? 
Designer’s Notes
•	2/504 is responsible for capturing and guarding the bridge at Grave. For the sake of simplicity, I decided to leave the units out of the GT 1 air drop altogether. They arrive as reinforcements once 30 Corps takes responsibility for defending the bridge.
•	The Welsh and Coldstream Guards (and A/HHC/Gds) have been removed from OOB as they were held in reserve initially and then sent back South to defend Hells Highway. To compensate, I brought Nott/82 forward to represent the units of Coldstream Guards which helped defend the 82nd perimeter on 19th-20th September. The Princess Irene Brigade was used as a garrison for Grave so that formation does not appear at all.
•	The 30 Corps supply route was cut several times by the Germans, and this severely hampered offensive operations. I decided that a die roll was the easiest way to model this important aspect of the operation.
•	Regarding the Optional Rules, the historical landings on 17th September were went extremely well. Few casualties were suffered and units were able to depart from their landing sites in good order within a couple of hours of landing. This is unlikely to happen if you use the standard rules, and it is quite possible the allied player will never reach Arnhem at all if he rolls badly.
•	The Allied player is allowed to select the location of the Polish Airborne Brigade DZ to avoid the German player having the advantage of knowing in advance where the troops are going to arrive. 
•	This scenario should take less than half the time to play the standard campaign game. It should also work well if you have 2 German and 2 Allied players, each controlling the forces on one map. As an added bonus, the game is playable on a 4’ x 3’ table!
•	Pleases send questions or comments to John Davis at jrd@minternet.org