Alan Snider - Nov 5, 2005 7:37 pm (#11096 Total: 11139) On the Playtest Table: Khyber Pass Games' "The Battle of the Little Bighorn"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMEDAY, Nov 5/2005: Mark MacDonnell and I sit down for a session of MMP's latest freebie "Target: Arnhem". On a die roll.."4-6 , you get the Brits!", I end up with the British/American Forces, and Mark takes the German side. I have been sitting staring at this one for about a week, and have had it set up in start position for about 4 days...but with a live opponent this was an easy one to get into. A couple things have really stood out right away: ZoC to ZoC movement, adjacent units MAY attack...and the victory conditions made for a tough road ahead. We decided to use the historical paratroop airsupply marker locations, and all battle groups except the US 101st (who paradrop into 0503), drop into location occupied by its' supply markers. Again, a few more challenges for the Allied side. On the first turn used my extra 2 units impulse to fan out near Eindhoven retaking both the supply hex and the city itself. I had a moderately successful second impulse, breaking through the initial German fortified position on the map edge, sending the SS units scrambling in retreat toward area P. Attacks were launched into Nijmegen and Best, but they had as much damage to the German side as to the Allied side. On the following Grman turn they managed to consolidate into Arnhem, Nijmegen, and position themselves for day 2 as the alarm has been sounded... The German then launched a counterattack at Son (supply marker), and made the position tough to hold. Using armoured units they manage to cut off British units from supply by the end of the 2nd day. This throws the British into desperation mode, and they needed to disengage from combat support around Son to backtrack in an effort to re-open their supply line. Turn 2 reinforcements from area B were enough to force the Allies commit wholly to either. This left the Brits fighting for their lives. By the end of turn 3, the British armoured units set to enter during the turn have now been delayed; due to the fact that hex 0103 is held by SS armoured units. Although the British fought hard on their initial run pushing the Germans to the brink, they are unable to clear the path to supply. This allows the Germans to reinforce the position there, almost guaranteeing that the British armoured replacements will not enter (pisser, eh?). As turn 4 begins to unfold there are few good Allied combat choices and they have little choice but to scamper back to Eindhoven with the British armour, but the Germans appeared contented to allow supply attrition to take its toll. The Allies could not afford to abandon either postion at first , but post days' battles they are too battered to make a concerted effort to reopen the supply line... It was pretty easy to figure out the consequences of losing that initial supply line for the British armour and the delay of further reinforcements can quicky grind the Allied efforts to a halt. It looks as if taking the extra 2 paradrop unit moves should come in the effort to take Arnhem, so that they get the combat shift for defending in the city vs. SS units. A slower, more deliberate move from maps' edge to Eindhoven, clearing the road of Germans and keeping the supply protected until Allied turn 3 reinforcements get to enter is critical. This is a fun little introductory game, that looks to be quite a challenge for the Allied player, and I am looking forward to another playthrough with this as much was learned from the first go round...