Wednesday 3 June 2015

Operation Market Garden - Introduction

Official introduction time; the Flames of War Market Garden campaign will kick off on Thursday  the 4th June, although if you glance at the timetable (bottom of post) you’ll note that the bulk of the fighting in campaign turn 1 is reserved for the 25th of June so plenty of time to arrange an opening game and wangle a pass out from The Wife.  Those unaware of Operation Market Garden should instantly go and watch A Bridge Too Far.  Those unaware of the consequences of incorrectly filling out the paperwork requesting a pass are in denial.


Summary of important points:

·         The timetable of the campaign turns, and the main campaign gaming evenings, is at the bottom of this post.
·         Army lists – I’m not going to demand everyone pick their lists out of Market Garden or Bridge By Bridge because its unfair to expect an extra outlay just for this campaign, but make the armies realistic please – no Konigstigers at the start etc! 
·         You can change your army/list/company for every battle if you would like, there are no casualties/record keeping etc.
·         Ben is leading the Germans, I’m leading the Allies.  We will give instructions about where we want you to fight and the overall strategy our side is pursuing, and move the bonus firestorm units to help in areas we want to succeed in.  However, where you choose to fight and who you fight is ultimately up to you to organise.
·         Games can be whatever size you and your opponent agree.  There is a special table to roll up missions depending on the area your fighting in.
·         Nobody may choose air power as an option in their lists – it is only available as a special unit if it’s close enough to your battle in the night.
·         I will bring the main map along on each main campaign night and set it up so you can see how the campaign is going, and pick where you are going to fight.  I will be there to answer any questions.


The Firestorm System Itself:

The campaign system has elements of detail, without being complicated for the bulk of the players involved.  The generals do the bulk of the work, with the Brits having the additional complication of trying to balance their limited air supplies, and the Germans having far fewer firestorm troops.  Firestorm troops represent additional platoons which players can add to their armies if they are in the territories being fought over.  Each player can add up to two firestorm units, and to give an example this could result in a British player gaining an extra two Shermans platoons on top of his normal list.  They can make a critical difference, but they can also be lost.  The Brits have many more firestorm troops, and what the Germans do have can be quite random, and much of it arrives late in the day.  I have provided a link to the Battlefront page with the Firestorm Market Garden resources on it in case anyone wants to take a look.


The Map:

This is the map at the beginning of Campaign Turn 1.  We are using the historical positioning or troops, and timing of re-enforcements (represented by the firestorm bonus units), so many of the Allied firestorm troops arrive later, and the Germans arrive from different locations as the campaign carries on.

I will update this map as the Allies begin their assault on Holland.

The original all-colour campaign board with firestorm troops deployed.  The Allied attack begins at the bottom with a drive on Einhoven, while the US and British paras have already dropped along the route,

British firestorm platoons ready for the off.

American paras on the edge of Nijmagen.

Britis paras dropped near to Arnhem.

101st airborne dropped on the road 30 Corp will need to use.

The British general needs to make some strategy moves before turn 1; with the paras able to spread out (the red arrows showing the movement) at a cost of their supplies.

The Participants for the Two Sides:

Players can come and go throughout the campaign; there is no requirement to play a maximum or minimum number of games.  They can even change sides should they wish, or, in the case that we need an extra ‘enemy’ for a game they can change sides for an evening.
For the nasty occupiers:
Ben Von Smallhausen - German
‘Tiger’ Phil - Tigers
Peter Derrick - SS
Dennis – Fallshirmjager
James Taylor – Panzer Kompanie
Mark - Fallshirmjager
Ian - Fallshirmjager

For the gallant forces of liberation:
General Richards – British Armour
Aidan  - British Armour
James Underwood – US Paras
Ian – British Armour
Red – British Armour
Andy Canham - British

Potential undeclared forces:
David Astbury
Luke
Dave Blue Team


Time Table:

The campaign is 5 campaign turns long, with each campaign turn lasting 4 weeks.  The aim is to play most of the campaign games on one big evening of FOW per campaign turn, and then anyone who wishes to play more can do in the other 3 weeks available.  We will end campaign turn 5 with a nice big all-day battle to be organised by Andy Canham in October (date to be confirmed).  The timing should run as below, with possible changes to accommodate as many of the group as possible;
Campaign Turn 1: 4th – 25th June (Main Gaming Evening – 25th June)
Campaign Turn 2: 2nd – 23rd July (Main Gaming Evening - 23rd July)
Campaign Turn 3: 30th July – 20th August (Main Gaming Evening – 20th August)
Campaign Turn 4: 27th August – 17th September (Main Gaming Evening – 17th September)
Campaign Turn 5: 24th September – 15th October (Main Gaming Evening – 15th October plus all-day game to be arranged).