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Last weekend I met up for two game sessions with Jonathan, who has previously joined us for Shako, to wargame the Battle of Arnhem. Jonathan originally planned for a larger group of players and had done lots of prep including air recce photos...
Last weekend I met up for two game sessions with Jonathan, who has previously joined us for Shako, to wargame the Battle of Arnhem. Jonathan originally planned for a larger group of players and had done lots of prep including air recce photos...
...and mailing us updates, but circumstances meant that it was just the two of us in the end. Jonathan had set up a 10x8 feet table representing Arnhem north of the river, with the railway and road bridges at one edge. The board was full of buildings and the room full of figures awaiting deployment.
I hadn't played the Rapid Fire ruleset before but it was really quick to pick up, and apart from checking the rulebook every now and then, we were able to play pretty fluidly just using the two page easy reference tables. The game was a tactical one, essentially trying to make the best of the original British plan. The paratroopers have to attack and hold Arnhem bridge long enough for the Allied troops to arrive, whilst being counter-attacked by increasing numbers of German infantry, artillery and armour.
I played the Brits and entered my first three battalions along the Western roads, "Leopard" and "Tiger" routes into Oosterbeek, and "Lion" route pass the gasworks along the river bank.
The game played out pretty much like history. The British made a strong push for the bridge and took many of the buildings around the ramp as they were lightly defended. They managed to prevent the Germans coming over the bridge from the South but as the German tanks arrived on the second day, the Brits started to get pushed out of the buildings they had occupied, having recognised the power of the flamethrowers too late in the game.
There was a real slog and high casualties in the Oosterbeek pocket, compounded later in the game when the Germans entered the map from the West. We played 29 turns over the course of a Saturday afternoon, evening and Sunday, and concluded that at that point, the tide had turned for the Brits. They had no more reinforcements, had lost the gasworks, and although they still held the southern "Lion" road, they were under significant pressure around the bridge. It was time to get out the white handkerchiefs, and let the wounded receive treatment.
It was a great-looking game that was lots of fun to play. Some of the highlights of the game are illustrated below.
One company made it all the way to the railway station in the North East corner in the first few hours of the battle. They didn't last long but they slowed Jonathan's advance of troops who had to deal with them before deploying around Oosterbeek.
The early occupation of buildings around the ramp leading up to the bridge. The bridge was 650m long in reality, so about 9 metres in 20mm scale, so Jonathan had understandably just modelled the Northern ramp!
Artillery played a big part in the game, and Jonathan's 88 was the most devastating.
I had four figures representing PAN, the Dutch resistance. One pair were usefully spotting for artillery near the bridge but the other pair had taken up residence in the church tower. Their single but significant contribution to the battle was the silent throat-slitting of the German observer who later also thought the tower would be a good vantage point.
German tanks approaching from the north whilst the armoured cars burn on the bridge ramp.
The wonders of a double-six! James' anti-tank crew admire their handiwork whilst a Tiger I burns in the distance.
Arriving from the West, the Germans assault the gasworks...
...where the fight gets up-close and personal. The British lose an entire battalion in a couple of turns here, marking the beginning of the end for the Battle of Arnhem.
Finally, here's some footage of the battlefield accompanied, of course, by the March from "A Bridge Too Far".











