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Arnhem: The Farthest Bridge box art
2010 Ranked #17,888

Arnhem: The Farthest Bridge

A historical wargame has commanders maneuver forces, allocate support fire, and capture key bridges during Operation Market Garden. Limited assets and attritional casualties make every assault a problem of firepower, timing, and preservation.

Wargames Wargame World War II Hexagon Grid Simulation

Players

1-2

Play time

60-120 min

Age

12+

Complexity

2.13/5

Rating

6.00

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

From the Decision Games' website: In September 1944, Operation Market Garden was intended to open a direct path for the Allied armies to circumvent the West Wall and threaten Germany's industrial Ruhr heartland.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

From the Decision Games' website: In September 1944, Operation Market Garden was intended to open a direct path for the Allied armies to circumvent the West Wall and threaten Germany's industrial Ruhr heartland. British, American and Polish airborne forces were ordered to assault and capture key bridges along the main highway leading through Holland, the Arnhem bridge being the most distant of them all. Unfortunately, the Allies had gravely underestimated the strength of German forces in the area; so, when the airborne forces landed, they found themselves scattered amid an SS panzer division. The various bridges thus became the fulcrum of the entire operation for both sides. Arnhem utilizes the new Fire & Movement combat system that's designed so players can augment their units with "support fire" during the course of the turns. From mortars to self-propelled artillery, units can receive support assets to engage enemy positions and formations, allowing combat to develop at all levels. A single recon battalion, for example — perhaps supported by tanks — could be tasked to assault a lone enemy paratrooper battalion defending a landing zone. As that attack gets underway, however, the recon battalion may find itself strafed by enemy fighter-bombers. More support will be necessary to take the landing zone, but assets are limited. In Arnhem, the attritional design of the new Combat Results Table simulates the true nature of battles in Europe. Units are typically two-sided formations that can incur casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the actual fighting for Arnhem. Winning the battle is thus a matter of maneuver, firepower and asset management. Re-implements: A Bridge Too Far: Arnhem (alternate)

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1–2
Play time
60–120 min
Age
12+
Complexity
2.1/5
Credits and catalog connections

Credits

Designers

2
Eric R. Harvey Jay A. Nelson

Artists

5
Eric R. Harvey Larry Hoffman R. David Shepherd Redmond A. Simonsen Joe Youst

Publishers

1
Decision Games (I)

Linked items

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