Ludendorff Bridge 1945

Recent communication with a fellow gamer has drawn renewed attention to the old Flames of War Remagen or Ludendorff Bridge scenario featured in the July 2014 issue (#321) of Wargamer Illustrated. WR remembers reading this scenario but at the time had no late war American Pershing tanks to play out the scenario. Now, several years later, the American tank pool is vast and deep, including the Pershing tank 20mm miniatures required in the scenario American force. So, looking for a small scenario to hopefully play this holiday period, basically and somewhat with the flavor of the historical action, and having a trestle bridge to feature on the tabletop, the scenario green light is lit. Just need to manufacture the four grey stone towers bookmarking the bridge corners.

Painting of the crossing the Remagen (Ludendorff) bridge. (US Army)

Background material on this historical late war battle is easily found with quick internet keyboard taps. To start the process WR found quick reading for background for the approach battle, the bridge engagements, and the resulting American bridgehead created. The Wikipediaa article on Battle of Remagen 1945, information on the actual Ludendorff Bridge, and from the US Army ETO historical record “The Last Offensive” (chapter eleven page 208) covering Operation Lumberjack; the Battle of Remagen, the approach to Remagen, and Rhine river east bank bridgehead actions after capture of the Ludendorff bridge (.pdf): CMH The Last Offensive. Check out the web site covering the V2 rockets and German efforts to destroy the bridge. Excellent site for Remagen photos, historical documents, and first hand reports of events during the battle:  V2 Rockets at Remagen

The 27th Armored Infantry battalion, part of CCB of 9th Armored Division, approached Remagen from the heights above the town. After fighting into the town, the stage is set for the famous battle for control of the Ludendorff Bridge and the scenario.

The complete scenario from Wargames Illustrated issue 321 (July 2014) article for the Remagen or Ludendorff Bridge Flames of War (FOW) scenario (.pdf): Ludendorff Bridge 1945 Scenario

To the scenario details now. First the scenario map needs a bit of adjustment to allow WR’s 20mm WWII collection sufficient space on the tabletop. Over many years, WR has built or collected his WWII collection in 20mm miniature scale, for all his major and minor axis or allied powers. FOW generally uses 15mm miniatures so for many published FOW scenarios WR increases the tabletop scenario width by 25% but retains the same table depth. Therefore a FOW map square scaled at 12″ by 12″ becomes 15″ wide and 12″ deep. The Remagen or Ludendorff Bridge scenario map is shown above.

Now, WR has several problems with the scenario map, in particular with the objective marker placement, the Erpeler Ley hill, and minor tabletop terrain details not covered. One of the objective markers appears to be placed in the Rhine river, near the American or western river edge. Since the Americans need to control any objective marker for the win, the placement is questionable. WR moved the white “X” to the town across the river, center point to map square, and level with the “X” marked on the Erpeler Ley hill. This is a river crossing scenario after all and having the Americans sit on their side of the Rhine river doesn’t make sense for an American victory.

Where is the tunnel? No tunnel is marked on the scenario map. So WR added the ground level defensive feature in the forward Erpeler Ley hill slope in line with the bridge. Treat as a bulletproof position at the tunnel opening with 180′ field of fire. If the American enter the tunnel they can only secure the tunnel opening for this scenario. Going any further just removes the platoon from the game as they walk through the dark tunnel chasing German refugees. Count as platoon leaving the tabletop if they march further into the tunnel during scenario play.

Erpeler Ley cliff like hill today behind and above the Ludendorff bridge and railroad tunnel. The flak cannon on top had issues firing down on the bridge. (Photo by Benmen)

For the froward river slope of the Erpeler Ley hill near the river bank roadway, WR rates the very steep slope as a rocky hill so no vehicle movement and infantry struggles up the slope at half speed (3″) per basic movement. Charge movement reduced to 2.1″ to allow assault combat. If Infantry platoons used has mountain training ability, use their climbing movement capabilities. All firing from the Erpeler Ley top height level (third level step) can only target enemy ground level teams on the bridge itself or across the Rhine river if they drag the Flak 20mm cannon to the terrain mountain edge. Should note the Flak 20mm have only a 16″ direct fire range (24″ for AA firing against aircraft). Same applies to any other German team placed on the top level of Erpeler Ley during the scenario play. Firing from the rear 1st or 2nd level Erpeler Ley is normal per MRB. Should note the Flak 20mm cannon are not deployed on the mountain edge lip (able to see the bridge or towers below or across the Rhine river) but are started 6″ from the forward Erpeler Ley Rhine river edge. German players must move the Flak 20mm cannon from their prepared positions forward 6″ to reach the edge and hence have visibility downwards (line of sight or LOS) to Rhine river and the bridge. Otherwise the Erpeler Ley is a very steep hill (skill test for vehicle bogging) for vehicle movement along the roadway or for any “open ground” travel on the Erpeler Ley. Vehicles also restricted to using the roadway cutting to change height levels on the Erpeler Ley.

View down from the Erpeler Ley mountain to the American Rhine river bank in distance

The German side Ludendorff Bridge towers today now as a museum. Should note this actual museum building / structure is up for sale by local township government. (Photo by W.Brunner)

German view from eastern riverbank before the American arrival. Tunnel is off photo to the left. Interesting the towers appear damaged or have a net of some form at top. (Photo by Magnum54)

All the Ludendorff towers are rated as bulletproof terrain and can house one infantry team each apart from the HMG nest. Entrance by a door on lowest level (facing bridge embankment) and small windows dot all sides of the upper levels of the towers to fire from. They are not as tall as the Erpeler Ley mountain but taller than any building structure for LOS purposes. The map notes the two towers on the German side of the Rhine river. There was two other towers on the American side where the German Volksgrenadier platoon (B) is placed besides the anti-tank obstacle (blown bridge arch #2 on scenario map). WR added those additional Ludendorff Bridge towers to the tabletop. While crossing the bridge model itself, infantry teams can use the steel girders for bulletproof protection except during assaults. All vehicles on the bridge are totally exposed and receive no concealment. Firing across or through the bridge structure is blocked LOS if same level as bridge structure till blown into the Rhine river.

Ludendorff Bridge area. Note the built up area of open ground around the buildings, the raised railway, and the brickwork bridge spans.

Some photos showing the bridge approach ramp which was raised ground near the bridge. The railway ramp actually was a series of stone arches leading to the actual bridge. A miniature vehicle can drive under the archway (except the blown arch for A/T obstacle) and stop to hide if desired during scenario play.

The Ludendorff bridge approach ramp arches. Near the bridge intact but the one to the right off photo was the “blown hole” of history.

The Ludendorff Bridge approach ramp for the railbed. Note the raised span before the tower and one was blown at left of photo to create the “blown hole”. (Photo by Lutrezek1980)

Looking over the scenario notes, the anti-tank obstacle is in fact a blown bridge span and not a hole in the railway. The scenario map  doesn’t truly show the raised bridge ramp rail bed leading to the bridge. So for the scenario map roadway (railway), where the volkssturm and volksgrenadier platoons are placed at start, are considered a raised roadway or railway which affects LOS like a building across. Teams positioned behind the ramp are blocked LOS if the LOS is drawn across the ramp terrain. The blown “hole” anti-tank obstacle (marked as “2” on scenario map) or bridge span can only be filled in by the American engineer platoon with its M4 Sherman dozer to allow vehicle transit access to the bridge up the ramp. The Ludendorff railway ramps, on both ends of the bridge, are very difficult going for all vehicles to cross up or descend unless using the open RR slope end.

Each map square 12″ by 12″. For WR’s scenario the width for each square is increased to 15″ making 5′ wide by 6′ deep tabletop to accommodate 20mm miniatures. Note: American deployment zone 3 is adjusted to 9″ depth.

The scenario notes has two stage bridge damage. On turn four the bridge is blown into its damaged but still standing state if a German team is near the bridge. On turn five and six possible 2nd explosion if German team on bridge near bridge center (roll d6 for six). Starting with turn seven, a second German attempt can be made to drop the span into the Rhine river and limit the crossing to just infantry teams if German team within six inches of the bridge model. The scenario notes file .pdf covers all the bridge demolition attempt rules. If for any reason there is more than one German team on the actual bridge model at start of the German turn, the bridge demolition roll or attempt is delayed till next German turn. Note that the tunnel portal defensive position is assumed to be more than six inches from bridge model edge.

Note: The written scenario states if no American team is across the bridge on turn six, the Germans win the scenario immediately. WR recommends a slight change for scenario play: 1) The bridge is destroyed (2nd explosion triggered) and, 2) no American team across the Rhine river.

Damaged seen on the Ludendorff bridge after the first German attempt to drop the span. Note the damage on the near bridge supports and light steel sheeting. (US Army)

Later, the bridge just suddenly collapsed into the Rhine river. Just hours before it fell, this photo shows the American engineers working on bridge repairs, many who were killed. (US Army)

The sniper barge is seen as a barge full of MG42 crews in the Remagen movie. Scenario has two German sniper teams for placement so should the scaled barge model be available to place on the river? WR plans to have a barge model so the next question is where was the barge located? Digging about on the internet, WR found this sketch map of the bridge and barge location. Accuracy unknown… but does note sniper locations at the barge and building on the eastern river bank. WR positions the barge near the American side but offshore so no assault can be performed against the sniper team placed in the wrecked barge. The river barge sniper team can see the bridge, the towers, and teams place on the river bank for targets and American teams firing back. The other sniper team is position up river, near the river bank, below the Espeler Ley, and as far away from the Volkssturm platoon (4″ minimum distance per MRB pg. 110) as possible. He has normal visibility rules for ground level. Hint: Redeployment of the shore sniper team (per MRB pg. 110) towards the bridge model on turn seven or later permitted to attempt 2nd bridge explosion. It was tried during the scenario playtest.

Note the German Volks Artillery battery has no trained forward observers available. So the German Volks Artillery teams must spot the enemy team for their battery bombardment or the German Company command team, at railroad tunnel entrance, calls in the request with +1 ranging (MRB pg.126).

The scenario map shows several brown image fields near the American side of the Ludendorff bridge ramp. Treat these as concealing terrain (+1) for firepower if the target team is positioned in the fields. They provide no cover for all vehicles. For line of sight treat as open ground with no visibility restrictions except for the +1 concealment given for infantry teams.

The tunnel portal should have a low barricade position at the tunnel mouth. Place a barricade piece to reflect this bulletproof cover. This position is greater than six inches from the bridge model so the German teams cannot be used to perform the final bridge demolition stage on turn seven (or later). They would need to advance from the tunnel barricade position forward towards the bridge model to trigger the final demolition rule.

Tunnel portal entrance present day. the Espeler Ley looms overhead.

Air power is limited to just the German side with their Arado 234B jet bombers. They can only target the bridge per the scenario notes and not attack American platoons unless within bombardment radius of the bridge center targeting point. WR recommends that the German jet attacks waive the Safety Distance rule (MRB 184) as the German pilots are under Hitler’s direct order to bomb the bridge regardless of German losses.

Apart from German aircraft trying to bomb the bridge span, the Germans launched V-2 rockets at the area and fired large artillery from Karl Morser 54cm howitzers as mentioned in this excellent site with loads of photos and first hand reports: V2 Rocket at Remagen

German Arado 234B jet bombers seeking to destroy the damaged Ludendorff bridge.

Scenario set up is per the scenario instruction .pdf. with one small adjustment for the units starting in American zone 3. These units can deploy up to 9″ on the table vs. the scenario written 4″ starting zone depth. This is due to the wider scenario tabletop and increased distance measured to cover to reach the bridge end.

Looking over the scenario order of battle will need some play-testing… really using 8x 37mm AA and 8x 20mm AA guns in such a small surface area? WR expects this will be cut in half using double cannon mounts for 4x 37mm Flakzwilling 43 (same as 3.7cm Flak43 but with ROF 6) and 4x 2cm Flakzwierling 38 guns to reduce the cannon basing footprint.  Another special possible way is to have the scenario listed Flak cannon types but only two sets of four physical gun teams on tabletop (4x 37mm AA and 4x 20mm AA) vs. the actual scenario listed totals. These “double representative” Flak gun teams takes two hits to destroy and removal. Damaged gun teams with one hit fire as only one cannon. All the AA guns start in gun pits and follow the gun pit rules (MRB 216) with one exception…. the German 2cm AA guns can be moved from their gun pit positions on the Erpeler Ley

Americans follow their setup instructions for numbered blue zones marked on scenario map. German defenders set up in the numbered and lettered red zones. No American reserves during basic scenario. The Germans delayed armor reserves arrive on the rear edge marked on the map. The American force outlined below with starting assigned tabletop placement for basic scenario:

The German defending force outlined below with map placement noted, again for basic scenario:

Scenario victory conditions covered in the scenario briefing. Once this scenario is played out in the warren, an After Action Report (AAR) will be published on the Wargamerabbit blog in the New Year of 2018.

   

Good holiday cheer from the warren and Happy New Year to all. The tuxedo top hat rabbit has plans for ballroom dancing for the New Year Eve party.

Still out on patrol…. till New Year Eve party.

WR

P.S. Scenario thoughts from playtesting 05/20/2018 and played 5/27/2018:

After four games played with different results WR wishes to give some scenario play insights for fellow gamers:

  1. Pay close attention to the loss of platoons. The Germans have eight platoons in total, so when they lose five platoons they will start the Company morale test process. The Americans have seven platoons at start, so losing four causes the Company morale test. If the Hollywood scenario version discussed below is used, the American platoon count increases to possible nine, causing test at loss of five platoons.
  2. There is no time to delay American forward platoon movement, especially for the AR infantry and the engineer platoons. The American players have a turn clock working quickly against them. Speed is needed to clear the bridge zone ASAP, definitely before German turn seven if possible. Watch how many infantry teams are placed on the bridge for turn four. All vehicles simply just disappear into the cold Rhine waters on turn four. WR figures no more than five infantry teams as there is a 5+ saving roll for each team when the bridge initial explosion occurs. If two or more teams survive the bridge explosion roll, they can led the platoon movement and assault into the bridge defensive Volkssturm platoon position on turn five (6″ movement plus 4″ covers the 14″ bridge length if the leading team is 4″+ on the bridge). At the minimum remember to keep the platoon command team off the bridge before the explosion. If you cannot have sufficient teams on the bridge on turn four, maybe stay off the entire bridge model to avoid bridge explosion loss. After the flying debris has cleared, and pinned status removed, charge headstrong forward to take / clear the German held riverbank by turn seven to avoid the second German bridge explosion attempt.
  3. If possible, use a tank miniature or two to cross the damaged bridge if space available. This original basic scenario allows vehicle bridge crossing movement at a reduce “difficult going” terrain speed. If using the Hollywood movie scenario version below the bridge must be cleared / repaired by the engineer platoon before vehicle movement on the bridge model.
  4. Go for the objective marker on the Erpeler Ley mountain with any available infantry platoon next. Once secured the scenario ends, unless the German heavy armor prevents occupying the uncontested objective. The only available German countering force is the German heavy armor, driving up the steep mountain via the rear narrow roadway. Simply driving up the very difficult roadway / slope, or on the level ground, will cause skill test bogging tests every movement, leaving the German armor at great risk to American infantry assault and destruction.
  5. Keep the American AA H/T platoon near the bridge on turn seven or later. Having both AA H/T near the bridge protects the bridge from the German jet attacks and may delay the scenario ending, thus allowing the American infantry turn time to reach any uncontested objective marker.
  6. Use smoke to keep the German heavy panzer required to shift positions and reduce their distant visibility and shelling capability. Otherwise use to assist in the bridge assault attempts if possible. The American have their 60mm light mortar teams and the two Sherman M4a3 tanks from the basic scenario forces to provide direct smoke clouds.If the “Hollywood movie” scenario (see below notes) are included, the M4a1 Armored Mortar MMC 81mm platoon gives smoke bombardment capability.
  7. Hunt down the German sniper teams in the sunken barge and across the river. Their ability to relocate can come to haunt you after turn seven… for being relocated within six inches of the bridge model.
  8. Don’t forget to use the “Eyes and Ears” rule for the Recon platoon. Lift the GTG marker on the Flak cannon batteries and then pound with direct shellfire from the Sherman / Pershing tanks. Also the American tanks have the “tank phone” rule too when stationary with infantry team.
  9. Think hard about exposing the German 2cm Flak38 platoon to heavy American firepower. They maybe the only platoon to contest control of the objective marker placed on the Erpeler Ley mountain unless the arriving German heavy panzers are committed, taking skill test for every movement.
  10. Decide early on the path or position the German heavy panzer platoons will take up. If you wish to send one or two tank platoons up the Erpeler Ley roadway…. do it early to recover from any skill test bogged results remaining stationary. A bogged heavy panzer is dead meat to American infantry assault.
  11. Target the bridge with the Volks Artillery battery as quickly as possible. Ranging in with conscript artillery crews is hard (base is 5+ unless target concealed with three attempt rolls) and once ranged in on target the to hit number is another 5+. The good news…the American teams surely will be massed around the bridge entrance tower position so their will be lots of targets.
  12. Remember the damaged bridge is “difficult going” for vehicle movement while moving on the bridge span model unless using the “Hollywood movie” scenario rules given below.
  13. Lastly, remember the German Flak 2cm and 3.7cm battery guns represent two guns for each model and therefore require two successful hits and possible FP tests to total remove the gun team base (see WR special footprint rule detailed above). One hit just reduces the equivalent ROF to one cannon firing. If bombarded by the “Hollywood movie” scenario M4a1 Armored mortar platoon(see notes below), each gun team is two actual gun teams under the bombardment template.
  14. AA / Heavy guns normally cannot be concealed unless in the scenario starting position gun pits. Dragging the 2cm Flak AA cannon forward, out of the gun pits, they cannot be concealed again during scenario play.

Hollywood Movie Scenario version:

For a scenario adjustment to reflect more closely the Hollywood Battle of Remagen movie (released 1969), WR suggests the following scenario force adjustments and rules:

  1. American Armored Mortar platoon reinforcement using Reserves rule, The American Armored Mortar platoon consists of Cmd Carbine team, M2 H/T w/50cal AAMG, and 3x M4a1 81mm MMC vehicles, This reinforcement platoon arrives at zone 3 table edge and is rated Confident Veteran. This gives the Americans a greater smoke bombardment capability to blunt the effect of the German reserve heavy armor long-range cannon picking off American “sitting duck target” tanks.
  2. Add one more M26 Pershing tank to the initial M26 Pershing platoon, for a total of three tanks.
  3. If the M26 Pershing tank platoon is destroyed, on the next American turn, starting with turn four or later, a replacement M18 Hellcat TD A/T (4x M18 Hellcat) platoon arrives without their security section. This reinforcement TD A/T platoon, if or when it arrives, will enter at zone 2 table edge, and is rated Confident Veteran.
  4. Major Barnes or “Striking  an Officer – Court Martial” rule: If the American AR company CinC team fails to stimulate a successful morale test for any American infantry platoon, they can re-roll another d6 morale test d6 roll using the “Striking  an Officer – Court Martial” rule. This special rule must be implemented before the first bridge explosion occurrence. If used, the American CinC team thereon must remain on the American side of the Rhine River for rest of the scenario and cannot cross the bridge. Rule may only be utilized once during scenario. This reflects the Hollywood movie incident of Major Barnes ordering the forward the leading AR platoon neverless to head towards or cross the bullet swept bridge and before the pending bridge explosion.
  5. Replace out the Erpeler Ley starting 2cm Flak38 gun platoon entirely with a prepared position Heavy Flak battery consisting of Cmd SMG team, 3x 8.8cm Flak 36 cannon, and attached HMG team, all with normal crew size, in gun pits, starting directly on the Espeler Ley forward mountain edge, and not further back like the 2cm Flak38 platoon. The Heavy 8.8 cm Flak battery is Reluctant Trained.
  6. Change out the German company HQ 2iC SMG team with a Command 2iC MG team to represent the sandbag MG positioned in the tunnel portal position.
  7. Move the barge model to just north of the bridge (opposite side), placed in middle of Rhine river 3″ from bridge. Exchange out the sniper team for a HMG team, concealed and GtoG at scenario start. If the HMG team fires upon the bridge above them, at Americans crossing the bridge, the Americans are concealed target and in BPC.
  8. American have a M4 dozer tank in their engineer platoon (note; it is a turretless Sherman dozer model). Other than quickly filling in the blown RR ramp arch (A/T obstacle in-game placed in German zone 2) using MRB pg. 226). There are no rules to repair the damaged bridge in original basic scenario notes. In the Hollywood movie tale the tanks cannot cross the “damaged” bridge as the engineers felt it was too weak and was partially blocked by explosion debris or planking holes. Therefore, once the blown A/T obstacle is filled in (removed), the bridge can be repaired by the engineer teams if not in a destroyed state. The bridge requires the engineers to pass five successful skill test rolls to “repair” the bridge to enable tank models to restrictive move on the bridge model. Each stationary engineer team touching the actual bridge model can roll their skill test towards the five cumulative repair total required. It is not being restored to original scenario starting condition, but basically cleared of debris and planking replaced for vehicle transit.
  9. Once the bridge is sufficiently repaired / cleared to enable vehicle crossing, the Americans can move tanks or half tracks on the bridge normally, at normal movement rate, and not the reduced slow going rate for the basic scenario. At conclusion of any American Movement step, there cannot be more than one vehicle model on the actual bridge model length (excluding the M4 Dozer tank miniature if involved), include any burning wreck for the total. If so, the bridge is blocked or cannot support additional vehicle / tank / half track miniatures till the engineers clear the wrecked tank using their stationary adjacent M4 dozer tank (successful skill check pushes the wrecked tank into Rhine river).
  10. German jet bombers cannot be intercepted due to their high-speed capability (High Speed Jet rule found in the Bridge at Remagen supplement pg. 77). In addition, WR uses a rule that the jet high-speed makes it harder to skill test hit the bombing jet with AA defensive fire. Adjust the skill test roll by one to increase the difficulty to hit the speeding jet bomber(s).
  11. For a lark… place Major Krueger’s battered pale blue “staff car” outside the tower on the American river side and on the bridge model. When the bridge is blown with the 1st explosion, remove the staff car….. blasted into the river. That is where he stepped out of the vehicle to see the American officers looking down on the bridge from the church tower on the hill above. After that…. was it every moved again?
  12. Place Major Krueger’s gold-plated cigarette case on the damaged bridge overlay to add the detail touch. It is placed centerpoint on the bridge, and becomes the bombing aim point for the German Arado 234 jet bombers.

Don’t forget to read WR’s Ludendorff Bridge preparation blog article:  Ludendorff Bridge Preparation.

To read the two Ludendorff – Remagen Bridge AAR scenario reports, use these links:

Ludendorff – Remagen Bridge 1945 AAR for basic scenario.

Ludendorff – Remagen Bridge “Hollywood movie” AAR scenario

2 thoughts on “Ludendorff Bridge 1945

  1. A WWs action that even I am familiar with! I suspect that as in history, the task is bit more than the Americans will prove capable of achieving, but we will see. Enjoy the New Years Fête.
    (Cute rabbit, too!)

    • Peter,
      Will have to see when the American dice bounce on the tabletop in a week or two. the bridge does look “long” to cross under German fire. Happy New Year and await the Spanish arrival against the Peninsular French.

      Michael

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