03.04.2013 Views

Frost's Perimeter - Flames of War

Frost's Perimeter - Flames of War

Frost's Perimeter - Flames of War

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Building the Campaign<br />

I wanted the campaign to give players the sense <strong>of</strong> the battle.<br />

British players have an initial advantage when they begin the<br />

game, with lots <strong>of</strong> platoons <strong>of</strong> paras at their disposal to hold<br />

the fort down. Meanwhile, the German player has to collect his<br />

force and keep the pressure on the British, hoping to reduce<br />

them before the final assault is made at the end <strong>of</strong> the campaign.<br />

Both players will have to manage their resources and prepare for<br />

the next assault.<br />

The battle was fought over five days, with four major battles. I<br />

chose to begin the campaign just as the first major attack was<br />

launched. I had considered starting it earlier, but when Frost<br />

arrived at the bridge, he was largely unopposed.<br />

I decided to start the campaign where the real action started,<br />

during the assault <strong>of</strong> SS-Kampfgruppe Brinkmann. Immediately<br />

following Brinkmann is the famous charge over the bridge by<br />

Viktor Graebner, as seen in the movie, A Bridge Too Far.<br />

After a brief pause in the fighting the campaign crashes into its<br />

third battle with Frost’s battalion versus Kampfgruppe Knaust.<br />

Then the last assaults are made in the final scenario, including<br />

Kampfgruppe Hummel as well as renewed attacks from<br />

Brinkmann and Knaust.<br />

The Forces<br />

The forces were relatively easy to assemble, thanks to the<br />

records kept on the perimeter force. I tried to include each<br />

and every British platoon on the table. However, I left most<br />

<strong>of</strong> B Company out as they were busy skirmishing in the west.<br />

Otherwise, the major units are all present.<br />

The German forces are representative <strong>of</strong> the troops present in<br />

the assaults that were launched. The quality <strong>of</strong> troops varies<br />

greatly, as the Kampgruppen in Arnhem were constructed, from<br />

a mixture <strong>of</strong> Waffen-SS,Heer and training units.<br />

During the campaign, the British player has to make do with<br />

the force they have been given. They have to be careful not to<br />

incur too many losses during the scenarios. Once a platoon has<br />

been knocked out, the British player cannot bring it back in<br />

subsequent scenarios, so it becomes very important to withdraw<br />

badly mauled platoons before they are destroyed.<br />

The German player, on the other hand, has access to<br />

reinforcements from outside the city, making sure their forces<br />

keep operating at full strength.<br />

The Map<br />

The project was not without its challenges. One <strong>of</strong> the most<br />

difficult aspects was to determine the scale <strong>of</strong> the campaign<br />

map. A 1/100th scale map <strong>of</strong> Arnhem would have been ideal,<br />

covering the entire area and giving players the most detailed<br />

experience possible.<br />

However, when I started mapping out the board, I realized<br />

that a 4’/120cm x 4’/120cm table only covered the immediate<br />

buildings surrounding the bridge, leaving out the embankment<br />

beyond. A scale map <strong>of</strong> Arnhem was going to be gigantic and<br />

impractical for your average gamer to setup.<br />

So, we decided to scale the map down a bit to include Frost’s<br />

HQ in the north western corner as well as the C Company’s<br />

positions in the south eastern corner.<br />

Special Rules<br />

The campaign uses several special rules in order to capture the<br />

flavour <strong>of</strong> the battle. The most important for the British are the<br />

Sight in the Guns! and Adjust the Lines special rules.<br />

The Sight in the Guns! special rule allows players to use the line<br />

<strong>of</strong> sight from the command team <strong>of</strong> an anti-tank gun platoon<br />

instead <strong>of</strong> the gun itself. This means that a 6 pdr can hit a target<br />

that it can’t see, simulating the tactic used by the British to<br />

inflict terrible losses on the initial German assaults.<br />

Adjust the Lines allows the British player to re-deploy a platoon<br />

anywhere within the perimeter. This will help them reinforce the<br />

line against incoming assaults, as Frost did in Arnhem.<br />

For the final scenario the German player may use the Arnhem<br />

in Ruins special rule, which allows them to reduce up to five<br />

buildings to rubble, making sure that the British cannot use them<br />

to their advantage.<br />

These special rules, and a few others, give each player in the<br />

scenarios historical advantages to capitalise on in order to<br />

recreate the epic fight for Arnhem Bridge.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!