Saturday, 2 March 2024

Arnhem 'Tiger' Route - Post Campaign Thoughts

So with the campaign drawing to a sudden and rather bloody end earlier this evening, as mentioned I thought I'd jot down some thoughts in no particular order, based upon the three games so far.

ToE
I really noticed the lack of heavy weapons that the British had, compared to the Germans, even compared to Krafft's Training Battalion. Now I know it's pretty hard to find out exactly what Krafft had to hand, but even with the reduced support weapons I gave the Germans, the British were still out-gunned. Although the British had better stats for the Paras, only having one MG & 3" Mortar did not compare favourably with the Germans, who had double that amount.

Now this has not normally been a big issue for the British in other games, as they rely heavily upon artillery and air support as they did historically, so at least can achieve parity with the Germans and their mortars etc. However here only only having limited artillery support and no air support really impacted on their ability to prosecute attacks, especially against BUA's.

German Mortars
As in the historical battle, the British did suffer mightily at the hands of the 81mm mortars, which could just bring down an overwhelming amount of firepower at times, something that the British really didn't have an answer to. Keeping them back until the third scenario was right and anything earlier might have led to an even shorter campaign.

Fastest With The Mostest
The British have no options other than to keeping pushing forward as fast as they possibly can. With no artillery or mortar support early on, they simply have to keep probing and hope to outflank any German positions they come across. As we saw, this naturally carries risks, as it exposes you to enemy fire and if you take casualties early on, it's pretty dmaned hard to recover because you simply do not have any reserves. Even giving the British 'D' Company as a 'bonus', they had already pretty much shot their bolt in terms of maintaining an offensive stance due to previous losses.

2nd Kompanie
One could argue that with the sterling performance of 2nd Kompanie in the first two games, the British had lost any chance they realistically had and were on the back foot from then on. To have a chance it felt that they had to overcome the 2nd Kompanie quickly and with minimal loss, to allow them to push on and prevent the Germans forming defensive positions to the rear. 2nd Kompanie certainly managed to replicate the 'hit & run' tactics that kept the British off balance from the off, allowing them to maintain control of the engagements that followed after the first.

Smoke
This worked well in all the games, whether it be from the HQ's representing to Company 2" mortars, or the British artillery in game three. I think I got the balance right in terms of its usage and it's something I want to carry forward into other games.

Terrain
This helped the Germans as they could keep falling back to good positions with decent fields of fire as well as BUA's, whereas the British couldn't take time to make and plan an attack, but almost fight straight from the line of march. As was seen historically, when the Germans had to attack against the British, even with overwhleming firepower, it took a long time and at great cost to all involved.

Tanks
Apparently Freddie Gough asked for some tanks to be included in the first drop, which might have helped his Recce Squadrons push forward as in the first few hours, the Germans would have had very limited equipment with which to stop them. However the lack of any decent HE shells might have limited the actual usefullness of the tanks, but psychologically they might have been more effective.

Solo vs FtF
As a campaign as it stands, I feel it would not be fun for FtF games, certainly for the British player. As a solo one it was more interesting as it didn't matter to me either way what happened, as I let the narrative evolve after each game and based around the scenarios from the magazine. Maybe if the British had had a better start, it might have been more challenging, but I struggle to see how.

The Scenarios
It was interesting to try and scale the scenarios up from Platoon to Battalion level, but I'm not sure how well they worked. It certainly felt right and historical in terms of outcomes, but if I were to do this again, I would use them more as a basic framework from to work on, rather than as something to follow closely. 

What If?
Anyone interested in the Market-Garden Campaign should really read 'Operation Market-Garden, The Campaign For the Low Countries, Autumn 1944: Seventy Years On' in the Wolverhampton Military Studies Series, published by Helion. Having re-read some of the articles last week, you really do get the feel that the plan was more or less doomed to fail from the start. However in looking at all the issues involved, it does give you a good basis from which to form a plausible 'What if?' campaign, which I think would make for a more challenging, interesting and enjoyable campaign. Again whether it would have worked is naturally open to debate and would rely upon some form of boardgame or map to factor in XXX Corps etc, but it would be fun to do: maybe one day...

Summing Up
Despite all of the above, or maybe because of it, from a solo perspective I really enjoyed all of the games and felt that I learnt a lot about the challenges faced by both sides. It also gave me ideas and pointers for future campaigns which, as I hope you have seen here, make you think about the wider picture and when to hold and fight on, or whether to withdraw to live to fight another day is the better option.

So I hope you enjoyed the three games and my summing up and hopefully I the lessons learned can be taken forward to my Normandy campaign later in the year...

TTFN.


21 comments:

  1. A fair conclusion to the historical situation. The table looked very good. I think the mini campaign would make a good ‘O’ Group experience, though BKC came up trumps for you and told a good story.

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    1. I saw it very much as a learning exercise as the games progressed, which I suppose is one of the reasons we play historical actions ans scenarios. 'O' Group and similar level rules would equally apply and I feel they would give a much better feel of the challenges faced than if you used CoC or Bolt Action.

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  2. A very quick follow up post campaign summary, Steve, and I think you are probably right about the prospects for success with this plan. Of course, it is a lot simpler with hindsight but really, once it was known that 9 and 10 SS Panzer Divisions were in the area of Arnhem, the whole thing should have been called off. Your games give a great illustration of the mammoth task faced by the British and American troops, and one of the major drawbacks of airborne forces - they are almost always going to be outgunned by any opposition they encounter on the ground. They should be dropped to seize and DEFEND a position until relieved, not have to make full scale assaults against well-armed defenders....

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    1. I couldn't find anything to watch on TV whilst SWMBO was out, so I thought I'd write up my report instead! Reading the book mentioned, there were so many issues that needed to be addressed, which you simply could not do in 7 days. After Operation Husky, they took time to plan the airborne part of Operation Overlord, taking on board the lessons learnt from Sicily, which were many and varied. Even then the airborne troops only achieved one or two of their objectives, needing speedy support from the troops landed on the beaches. So your point about seize and defend is a very good one, hence why the Germans couldn't understand why they didn't drop both sides of the bridges at Arnhem and Nijmegen, only doing it at Eindhoven which was taken easily as a result.

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  3. While these actions offer interesting challenges and puzzles to solve for solo play, I think they offer the same for F2F too. If the scenario is small and can be played quickly, why not swap sides and see who deals with the challenges in the most effective way? I would certainly play either side in this scrap whether F2F or solo.

    Very enjoyable multi-part series.

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    1. I'm glad you enjoyed the games Jon and you make a very good point about swapping sides, if time permits. Certainly for a weekend game this would be fine, but might push it for a mid-week one. Of course if you can leave the table set up, then the replay could happen the following week.

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  4. This has been a very interesting series. Fascinating, again, to see how wargaming can give us learning opportunities to better understand and appreciation what happened and why.

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    1. I'm glad you enjoyed it Richard:). I've certainly learnt at lot from playing these games, which does help me better understand the issues both sides faced in this battle, which is of course a good thing.

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  5. Very interesting series of posts, the British are really up against it from the off? With the tough start they were trying to play catch up without enough resources, which is of course historically correct!
    Best Iain caveadsum1471

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    1. Glad you found them interesting Iain:)! The British really are up against it from the off, but only by playing these scenarios did I really understand how tough a task they had.

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  6. Really nice campaign Steve I would quite like to have a go at some parts but most likely the American sectors as I have better forces for these.

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    1. Thanks Matt and quite easy to do something similar for the US sectors, with plenty of options to choose from. Some years ago I did something based along 'Hell's Highway' which was fun and again informative.

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  7. Overall a fun experience of linked games but it does seem like the British had a hard time getting any momentum going. Advancing into superior firepower over and over is a big task so I’m not surprised that they ran out of men and steam. 😀

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    1. Fun and informative Stew, that's for sure. The lack of momentum at the start is something that the British would need a near miracle to happen to achieve and maintain.

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  8. To be fair Steve, if the Brits had been “successful” in all your games then clearly something would have been awry. They were always going to be “up against it” and I can’t see how anyone would imagine it being a walkover. In war, I suppose, sometimes you have to do something you’d rather not. The Jerries were never going to make it easy for the Brits and, quite reasonably “played for time” by slowing down the British advance whilst hoping reinforcements would arrive sooner rather than later.
    Cheers,
    Geoff

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    1. All good and fair observations there Geoff. Hindsight is a wonderful thing, but even at the time all the lessons learned so far on airborne operations seem to have been thrown out of the window:(.

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  9. I enjoyed your series of posts on this campaign. All were most interesting.

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  10. I need to visit here more often Steve! Had missed this little campaign completely. A corrective for those complex, large campaigns that sometimes seem more like having a job than wargaming. Nice work, and classic wargaming.

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    1. You do indeed Keith😉! It does show that simple narrative campaigns, kept quite small, can be fun, educational in this case and most importantly, actually reach a conclusion, rather than petering as interest and motivation wanes under the weight of too much detail.

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