Table feel
Moderate level of direct confrontation and strategic depth, high frequency of interaction, and low emphasis on cooperation.
This is the first of the Area-Impulse games done by Avalon Hill which later included Thunder at Cassino, Turning Point: Stalingrad and Breakout Normandy. The game simulates the ferocious battle for the Arnhem Bridge on September 18-21, 1944. The game begins with the British holdi...
Players
2
Time
?-?
Age
12+
Weight
2.91
Rating
7.20
Should this hit the table?
Moderate level of direct confrontation and strategic depth, high frequency of interaction, and low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, high frequency of interaction, and low emphasis on cooperation.
Storm Over Arnhem has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, and players can continuously improve their strategies. The player interaction score is average, and the game is relatively easy to learn with a moderate depth of gameplay.
The final luck score for Storm Over Arnhem is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
This is the first of the Area-Impulse games done by Avalon Hill which later included Thunder at Cassino, Turning Point: Stalingrad and Breakout Normandy. The game simulates the ferocious battle for the Arnhem Bridge on September 18-21, 1944. The game begins with the British holding the area around the bridge, surrounded by the Germans. They try to hold out for as long as they can. Each full turn covers 8 hours and includes many mini-turns (or impulses). Each impulse, the player can move or fire a small number units. Once moved or fired, the units are "committed" and cannot move or fire again until the next turn. Combat is handled by calculating attack and defense values with each side adding the roll of 2 dice. The difference (if the attacker has the higher total) in final point values is the number of casualty points the defender must lose by retreating or destroying units. The games is of relatively low complexity for a wargame and rates 3 (out of 10) on AH's difficulty scale.
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