We’re back to
the ‘wargame as a simulation’ debate again. There are two options: refight the
campaign or battle as a simulation of what took place or, at the other end of
the spectrum, allow a reasonable degree of latitude for players to tweak the
scenarios and the forces engaged. Although I do actually mention rule sets here
and there, I’m not going to recommend specific rules for this because they’re a
very subjective and personal choice for each gamer and we all have our
favourites. In any case, I’m a schizophrenic when it comes to wargames,
especially those dealing with the Second World War. To my mind, if it’s the
North African campaign it’s got to be done in 6mm, if it’s NW Europe, I prefer
company or maybe platoon level. I also like board games and played ‘Panzer ‘44’
to death, but I’ve also whiled away long periods playing the Close Combat
series of PC games. So what about the Arhem/Oosterbeek battles?
It’s an
infantryman’s battle, albeit with a reasonable amount of armour and vehicles
thrown in, so I think company or platoon sized games are the optimum if you
want to finish in a reasonable time yet retain the ‘flavour’ of the fighting.
Scale up the unit sizes if you want to cover the fighting around the drop zones
There were battalion actions, but you’re going to need plenty of room
and they’re over relatively quickly as, particularly in the urban areas, they
degenerated into platoons and sections fighting for survival. I’m opting for
formations of reinforced companies at maximum and later try for ‘Chain of
Command’ style games for smaller actions. Initially I’ll try the cut down old
‘Firefly’ rules and/or ‘Blitzkrieg Commander II’, but I’m not wedded to either
and I’ll keep fishing until I come across something which is comfortable. It might
be the case that, once I’ve finished tweaking ‘Firefly’ I’ll have my optimum
set, but we’ll see.
Scenery can be
as basic or as elaborate as you wish. I’ve seen some excellent layouts which
look like film sets and yet others which are close to the real thing in
miniature. Only the fighting around the bridge, on the run into Arnhem, say
around the St Elizabeth’s Hospital area and the Wolfheze combats were in
genuine FIBUA territory, with the outskirts of Oosterbeek and points west being
less densely urbanised or woodland. There’s no reason why the urban landscape
can’t be represented very simply by the use of boxes for buildings; Don Featherstone
wouldn’t have blanched at the thought. However, I wouldn’t recommend trying to
refight any of the attempts to reinforce Frost at the bridge as these were
virtual massacres.
There are many
scenarios which can be played out with only minor tweaks to the historical fact
or mechanisms to generate variable forces. In all fairness, although the
Germans reacted quickly and had some good luck, the British had some bad luck
and there’s no reason why these circumstances can’t be modified or the element
of chance reintroduced: the Driel ferry is doable, the pontoon bridge is
captured, there’s a coup de main glider attack at the southern end of the
bridge, the railway bridge isn’t blown just as C Company, 1 Para reach it,
etc., etc., Whatever the case, the Germans were trained to respond rapidly to a
parachute landing and to drive into the heart of the landing/drop zones as soon
as they had been identified. The intention was to hit the Airborne troops early
and hard while they were still forming up and at their most vulnerable. The
bigger the landing, the more time there was available to do this. At this stage
it is easy for even a relatively small, but determined force to upset the
landing timetable and the drive for objectives: any distraction is useful. Of
course, little can be done against a coupe de main attack or if the focus of
the landing could not be identified. More opportunity to introduce game variables.
The
composition of the opposing forces has huge potential for introducing chance
given the nature of the British (or Polish) units and the chaotic mish-mash of available
German formations. There seems to have been little difference in ability
between the various disciplines within the Airborne formations. John Frost
insisted that all his men at the bridge were paratroopers first and cooks,
radio operators, gunners etc. second. The men of the Glider Pilot Regiment (No1
Wing) were particularly good (went in: 1262, died: 219, evacuated: 532, missing:
511). So, I’d make the Airborne troops elite and give them superior resilience
and they should be capable of aggressive action. Nevertheless, they ought to
incur some ammunition limitations to be accurate. Many were captured or became
casualties simply because of exhaustion or, more commonly, because they ran out
of ammunition. This is particularly significant for the anti-tank guns and the
PIATS as is the diminishing availability of Gammon Grenades (or Gammon Bombs as
they’re more commonly referred to). German armoured vehicles soon learned to be
circumspect when approaching British positions because, aside from attracting
the attention of anti-tank guns, the Airborne troops weren’t put off by the
poor range of the PIAT and were positively enthusiastic in the use of Gammon
Bombs. This was understandable, particularly when, even after the 6Pdrs and
17Pdrs were long out of action, German armour still incurred casualties. At the
end of the battle the armour could roam free, but were still subject to the
artillery of XXX Corps. The use of off board artillery is a major factor in the
game as the Germans also used a considerable amount of artillery and mortars
and even a few Nebelwerfers. On the one hand this use of artillery kept the
Airborne troops pinned and on the other it broke up German attacks, often as
they were forming up. However the casualties are caused though, remember that
the British/Poles received no reinforcements, but the Germans did so fatigue
rules really ought to be included in the scenario.
Interestingly,
although a very mixed bag, the German forces generally fought well. Early on
some units disintegrated, but this wasn’t common. The main thing to bear in
mind is that these are the remnants of a German field army on the back foot. ‘Mad
Tuesday’ (a term christened by the Dutch when columns of disorganised
retreating Germans flooded through Holland), occurred only two weeks before the
start of Market Garden. Many of the formations on the German side of the
campaign first came together as reaction forces to the Airborne landings. The variety
of units is a wargamer’s dream and ranged from true second line troops such as
coastal fortress units, Luftwaffe field formations, NCO trainees, redeployed
police units and artillerymen acting as infantry as well as regular Wehrmacht
and SS units. So, whereas SS troops ought to be elite and have good resilience,
others will be progressively less effective. Some of the Wehrmacht troops and Fallschirmjager
were decent combat troops, but some in their number were new recruits and
trainees and so ought to be more brittle. The genuine second line troops and
the barrel scrapings ought to be proportionally worse quality. At the same
time, while a few units possessed an embarrassment of heavy weapons some units
lacked any at all. Kershaw’s book give an excellent breakdown of the
composition of the various ‘Kampfgruppe’ so you can either crib straight from
this or formulate your own probability tables for force composition. You can
adopt a similar approach with the Airborne units whose formations are listed or
described in most of the books I’ve listed, particularly the Steer and Waddy titles.
For the
Treadheads among you it’s like Christmas come early, but you do need a morale
mechanism for armour. The tank and vehicle crews varied from veterans to barely
trained and thrown together at the last minute. We’re not talking Guderian’s
panzer corps here. For all that, the selection of available hardware is quite
wide and includes Tiger II’s MKIII’s and IV’s the inevitable Stugs and even
four Jagdpanthers. Good God, you can even make use of those Hummels you bought
on impulse! For the really nasty among you it’s fine to use 20mm and 37mm AAA
in a ground role as well as the ubiquitous 88’s.
That’s about
it for me on this battle, but, before I end, a short comment about the actual
positions held by units during the fighting. I’ve already mentioned the gaps
between areas occupied by units and the same was true for both sides. This is
an important influence on game play in that in some cases the gaps between
units were known, in others were not so clear and this must have an influence
on the players. You’ll need to cater for this element of uncertainty in some of
the fights and also for attacks on buildings or locations which have been
vacated before the attack could go in – or maybe areas or buildings along the
axis of attack which have been unknowingly reoccupied. Something to think
about.
Postscript
After I'd pubished this post I stumbled across some excellent scenarios on the Fire & Fury Games 'Battlefront' pages: http://www.fireandfury.com/scenarios.shtml#NWEurope2 They're well researched and should give good games over a variety of stages of the battles. Well worth a look.
There is
also plenty of inspiration in issue 74 of wargames Soldiers and Strategy.
An excellent post, this would be a great reference for embarking on an Arnhem/Oosterbeek campaign or battle in any game system. Cheers, Paul :-)
ReplyDeleteThanks. I think this could keep a gamer going for a good while. Not all at once mind, but interspersed with other projects. It's expandable too. I've just acquirred about a company each of Paras and Germans, but I don't think it'll stay at that size.
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Lots of food for thought, I must admit I like the idea of using Luftwaffe, NCO trainees, redeployed police units and artillerymen for the Germans.
ReplyDeleteas a 'project' this series of battles has the potential to run for ages at club or solo level. There are a few other considerations which could be incorporated (air strikes from the Allies and the Germans, for instance), but I think there's enough as is to do the job.
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