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. |
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).