Pontoon
Bridges
A 'Panzer Grenadier'
Optional Rule
By Alan Sawyer
November 2014
5.76 Pontoon Bridges (Optional
Rule).
If both players agree to use this rule before
the start of the game, each side may add as
many pontoon bridge counters to its order
of battle as desired. Each pontoon bridge
counter must start the game loaded on a truck
or wagon unit. A truck or wagon cannot load
any other unit while transporting a pontoon
bridge counter. Truck and wagon units may
unload and/or reload pontoon bridge counters
anywhere at any time, and loading or unloading
a pontoon bridge counter costs all of the
truck or wagon's movement points and counts
as its entire activation.
It takes two full action segments for an
ENG unit to build a pontoon bridge. An active,
good-order ENG unit in a river hex may begin
the process of building a pontoon bridge if
an unloaded pontoon bridge marker is
in a hex adjacent to the ENG unit at the time
it activates and there are no enemy units
in either the hex with the pontoon bridge
or that with the ENG. Place a "MOVED/FIRED"
marker on an ENG unit during each segment
in which it builds a pontoon bridge. Building
a pontoon bridge costs all of a unit's movement
allowance and counts as its entire activation.
American-built
pontoon bridge at Remagen, 1945.
In the first bridge-building segment, move
the pontoon bridge counter out of the adjacent
hex and place it under the ENG unit. In the
second bridge-building segment, place the
pontoon bridge counter on top of the ENG unit.
At that point, the pontoon bridge has been
built and it acts like any other bridge and
can be used by both sides.
The ENG unit that created it does not have
to stay in the hex with the pontoon bridge.
The ENG can move out of the bridge's hex and
the pontoon bridge will remain there for the
rest of the game unless it is destroyed.
If, after the first segment of building the
pontoon bridge but before the second, the
ENG unit is interrupted by becoming demoralized
or disrupted, firing on enemy units, participating
in an assault as the attacker, or moving,
the pontoon bridge marker is placed back in
the adjacent hex from which it came. The two-turn
process must begin anew in a future action
segment.
Any infantry-type unit of either side may
destroy a pontoon bridge. To destroy a pontoon
bridge a unit must be good-order and must
spend its entire activation in the hex with
the pontoon bridge. When the unit activates,
the owning player rolls two dice, giving a
–2 modifier to the roll if the activated
unit is an ENG. If the modified roll is less
than or equal to the unit's morale, remove
the pontoon bridge counter. Place a MOVED/FIRED
marker on the unit that made the bridge-destruction
attempt whether the attempt is successful
or not.
Unloaded pontoon bridge counters that have
not been built into bridges can be used by
either side, and may be destroyed if an infantry-type
unit moves into the hex with them.
You can download the special oversized pontoon
bridge pieces here.
You can put them to work in Eastern Front. |