|With their high CV, the German paras closed quickly on the airfield defences. Here units from the south western DZ overrun the airfield command post.|
|Their colleagues from the North also attacked the airfield defences aggressively.|
|Move 3 and the first wave of Ju-52s lumber over the eastern airfield boundary. Things had gone better for the Germans than in the real attack and AA fire was light.|
I was fairly happy with the setup itself, but the scenario conditions appeared to favour the German attack too strongly. In real life they received a bloody nose, with the inbound airlanding units taking heavy casualties from AA fire that had been largely unsuppressed by a scattered fallschirmjaeger drop. In fact, the Dutch eventually succeeded in retaking the airfield later in the day. So a few tweaks were needed to make the German air assault a bit more risky.
With only 8 model Ju-52s available, and 4 models in each airlanding wave, it is necessary to have rules whereby they are recycled for use in subsequent waves. This is mostly achieved by allowing them to take off again, just as they would have done in real life to avoid getting destroyed on the ground. I have settled on a simple 50/50 dice throw for a successful take off - apart from enemy fire, the airfield was boggy in places and there were friendly aircraft to avoid. I will also make an extra 40mm Bofors model available to strengthen the Dutch AA curtain. AA defences in the Ypenburg area were strong historically. When everything is finalised I will publish a full scenario with forces and map.
The only real problem is that this is a game needing a bit longer than a couple of hours in the evening. Organising the time, place and opponents to do the scenario justice might be tricky. I guess we'll see. No more target dates for the moment!