Friday, 8 May 2020

Market Garden - Arnhem-Oosterbeek: Days 1 & 2


I've wanted to do this one for a long time...

When Sgt Steiner pointed me in the direction of the Field of Battle rules, and then FoB WWII, I realised that operational level games were do-able, without being too dry: D-Day beaches, the Bulge, anything in Ostfront and Market Garden. I also have a Hong Kong scenario in mind, based on the Rapid Fire original rulebook scenario.  There are a few sets at this level and beyond, but part of me still relishes the exciting turn sequence in FoB like no other set.



Of course, we've used the WWII version of these rules before, though this scale of game is quite an epic feat.

The premise of the scenario encompasses 2nd Para (or any units that can make it, though the timetable of events does mean that certain units reach the bridge more quickly) reaching the bridge, then holding it, while other units from 1st Airborne try to break through.

If the bridge can be held for a full 4 days, it is deemed plausible that XXX Corps can reach them (however unlikely or not that might have been in reality after the time lost at Nijmegen - depending of course, on what source you read).


This post shows the drama from the first two days.

'Who farted?'

Now this scenario is transplanted from the same one in the 1990s Market Garden Rapid Fire supplement. I have ported this at length - the only main difference being a 'potential' re-sequencing of critical reinforcements scheduling, as this is dictated by move card draws in the game, rather than being defined by a rigid timetable.


'So let me get this straight. You want me to walk 1,434 tabletop inches, and capture a plastic bridge, on day 1?'

(not) a plastic bridge.

'It's worse than that sir. We take a down two dice modifier every time we try to attack them! Why, I have men attacking on a D4 sir. It's shameful.'


Some points:
  • The rail bridge being blown is by virtue of a card draw 'special event'
  • Day turns are marked through initiative roll 'matching', or running out of the deck - which in turn simulates morning / afternoon / night; the op deemed to start in the afternoon of Sunday 17th.
  • As ever, these rules provide drama due to the seamless and 'to and fro' nature of the initiative and card draws - and that, for me, simulates what I read in battlefield accounts.
  • By the end of day 2 (there will be a further post for days 3 and 4), 2 Para holds the road bridge, despite increasing pressure; however 10 Para have managed to break into Arnhem, and link up with them in the buildings to the west of the bridge.
  • A timely intervention, as both battalions have lost a company each in the last hour or so.
  • I love these rules for WWII; simply put they let me be concerned about moving battalions and reinforcing elements with armour or support, without worrying about where my MGs should go, which appeals to me in terms of how we access narratives of large battles.
  • Arrival of reinforcements is by virtue of the MOVE cards, so some things arrive earlier or later than expected. This has given the Germans the edge by end of day 2, though their army morale level is suffering badly due to being overly enthusiastic about defending 'to the last man'.
 The conclusion to the drama will follow asap...



 'A Company ...to me! B Company ...over there!'


 South Staffs secure dropzones at Wolfheze until Day 3.

 2 Para move out early.

 1 Para hit KG Kraft at Oosterbeek. The Germans make the mistake of getting drawn into a protracted fight.
 Mechanised reinforcement from 10th SS soon arrives however. The road north of Arnhem would see consistent German troops movements on days one and two.

 Special event card is drawn very early, and the railway bridge goes up.


 Para recce squadron tries to make it to the bridge, but falls foul of a few bad navigation rolls. Movement of single unit benefits are given to 2 Para.

 ...who move steadily toward the objective.

 Other units are drawn into skirmishes in Oosterbeek.


'We need to move sir ...sir ...you need to stop posing sir...'
 
...almost there...

 Germans try to set up a perimeter, and deny 10 Para easily entering Arnhem.


 


 As night falls on the first day, 2 Para sit just outside the objective, but significant amounts of SS units have moved into the vicinity.


 On the night of the 17th, German units move to the northern part of Arnhem.


 Still caught up in Oosterbeek, or on the road to the north, 2 Para have outrun their support in an attempt to reach the objective.

 Secure at the bridge ...for now.



 The Red Devils used only Red Dice in this one...

 'Bloody radios still aren't working sir ...it makes using the artillery card most difficult sir ...'

 German units now attempting to move on 2 Para's position, though being made to pay for it.


 Units from 3 Para getting increasingly close to Arnhem ...dare they hope that this will be a walkover? Was intel right about old men with no fight left in them?

'You do see the tanks, don't you sir???'


 The 2 Para perimeter - mid 2nd day.

 ...as 9th SS assault from the south.

'Bring up the PIAT! ...and make sure the bloody spring is sprung!'







 Mechanised SS units hold up the entry of reinforcements into the western sector or Arnhem, near the St Elizabeth's Hospital.


 
That's the end of the Recce jeeps...

 Sweeping in from the north west - Para battalions make good headway, though not as quickly as they'd like.

10 Para now very close to reinforcing 2 Para.

 ...as they enter the outskirts of Arnhem.


 Fighting around the museum.

 ...as 9th SS try once more to secure the northern end of the bridge.

 Heavy tank detachment ...arrives earlier than expected.

 Additional SS units have also filtered into Arnhem, and will redoublt KG Spindler's efforts to take the bridge back.

 
 
 This time, the paras meet with considerable success in stopping the bridge assault elements.

'Oh, I practically ooooze d12+1 leadership dice.


 Paras moving along the northern route, with a view to sweeping south into Arnhem, now have a quandry, as night on the 2nd day approaches. 'Jerry armour sir! ...approaching from the east.'


 German reinforcements also now setting up blocking positions and firing points, from which to fire on British troops attempting to cross the road into Arnhem.


 The factory to the east of the bridge, now also flooding with German troops...who are preparing to attack the defenders before dark.



 This first attack is beaten off, but the Paras can only take so much of it.
As night falls, fires from the rail bridge and demolished vehicles at the objective, light up the night.

'Camelot, Camelot, Camelot ...I mean Arnhem...' 

24 comments:

  1. Enjoyable seeing your game unfold through the photos interspersed with some humorous snippets from the film.

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    1. Thanks Peter.
      I do have this obsession with Market Garden, hence why I keep mentioning it in terms of your campaign stuff on your blog LOL
      I used to love/hate that movie. I saw it as a young kid, and thought, in my naivety, it must be 'real' since the allies lost - and it had no Hollywood glitz? When you read later about how far from the point it was in some aspects, you get pulled into all sorts of interesting research on the actual operation.
      It's not a great film now, I think. Easy to poke fun at perhaps. I'll put some decent youtube vid links on the next post in terms of more startling (yet obvious I suppose) research related to the issues with the Nijmegan portion.

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  2. Great stuff. But i take no responsibility for your FOBitis. A Bridge Too Far is indeed flawed history (not many movies arent) but inspirational stuff with an awesome soundtrack.

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    1. Soundtrack was playing during the game.
      I've been looking at Blucher - it does what I want from Napoleonics as I'm no expert.
      I'm no expert in WWII either, but I get a better feel for what I want from FoB than from Rommel say. I think a WWII game needs a different dynamic due to the cinematic 'memory' that we have for the topic.

      FoB is drama, with an innovative mechanic all around it.

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    2. I played Blucher once with you. The ‘action points’ command system is excellent but not very solo friendly..

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    3. No, that is true. I have 54mm in mind for it in the future, though have a lot of 20mm plastic painted up and am considering sticking on 3"x2" bases as brigades.

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  3. Lovely game fest, nicely presented and very enjoyable as my first read of the day - thanks.

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    1. Thanks Norm. More to come ...if the strain on my back can stick it. I much prefer having an opponent on the other side of the table to move figures for me :)

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  4. Excellent game! I made the wife and kids sit through the film yesterday, I like most have seen the film stacks of time, there was a lot of moaning, mainly from Mrs R!!

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    1. I recommend that she dresses up as a Para before watching next time Ray ...and you use the line 'don't just SEE the film, BE the film!'

      (I can;t say this has worked for me, though it kinda sounds like a good idea ...kinda...)

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  5. Replies
    1. Cheers Steve. Just days 3 and 4 to do now :)

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  6. Fine table and great report with humour.

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    1. Thanks George. Humour re. Hollywood movies seems to come naturally...

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  7. Very impressive game Duc and seems to have played as good as it looks.

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    1. It's been pretty exciting so far Jack. Hard to know which way it's going to go, which is great for this level of game.

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  8. Another stunning cinematic production from Le Duc studios, the table looks great and that last shot of the field by night is brilliant.

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    1. Thanks mate.
      What do you don't see is the empty packet of Swift Vestas and the Missus with the fire extinguisher screaming 'hurry up and take it!'.

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  9. A really great looking table and troops, and an excellent and entertaining narrative. Top notch stuff. And of course I am all for Field of Battle! :-)

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    1. Thanks Gonsalvo.
      I have seen no other rules thus far, which give the same excitement, narrative, timely conclusion, and use seamless and well thought out mechanics.

      ...except Black Powder ...no I'm JOKING, no really :)

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  10. Very enjoyable battle report with plenty of fine terrain. Superb looking table. I appreciate your humorous side notes too,

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    1. Thanks Jonathan.
      It's best not to take the movies or the game 'too' seriously.
      Reading some of the history of the 1940s is tough enough, and we benefit to an extent in that we make an enjoyable wargame from it; though it is just that, a game. Our over-riding sense of the pervading history, and its importance, is what keeps us human.

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  11. Nice looking battle - solo I presume?

    As for the rules, I continue with my vow to never read much less play anything ever again related to anything that anyone who ever did something with Piquet or even has the name "Piquet" in it. No matter how funny.
    :)

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    1. Hey Alex,
      Yes - solo, which meant that I had to walk around that damned table again and again.
      I know, I know - Piquet gets a bad rap. But, rest assured 'Field of Battle' is Piquet with the sugar removed, passed through a strainer, all the E numbers taken out and replaced with natural sweetners, then it gets diluted with coke.
      ...although it may still contain nuts...

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