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Sunday, February 28, 2016

Arnhem (1976)

Arnhem (1976)

Ratings

7.20263 out of 10 with 197 ratings
Board Game Rank: 3192
War Game Rank: 443

Description

Originally part of the Westwall quad, Arnhem was released as a Designer's Edition game in 1976. The game included a hard mounted map, counters, standard and specific rules.

The game is a two player recreation of Operation Market Garden, Sept. 1944.

Re-implemented by:

Arnhem: The Farthest Bridge




  • Designer: J. A. Nelson
  • Artist: Redmond A. Simonsen
  • Publisher: SPI (Simulations Publications, Inc.)
  • Year Published: 1976
  • Number of Players: 2 - 2
  • Suggested Number of Players: 2
  • Manufacturer Suggested Ages: 12
  • Playing Time: 90
  • Suggested Ages: 12
  • Language Dependence: Some necessary text - easily memorized or small crib sheet
  • Subdomain: Wargames
  • Category: Wargame, World War II
  • Mechanic: Hex-and-Counter
  • Family: Cities: Arnhem
  • Alternate Names: Arnhem, A Bridge Too Far: Arnhem, Moment in Conflict #2: Arnhem

Reviews

7.8 out of 10
By
One of the best of the SPI folios. Simple fast and gets the job done. The crushing ZoC rules from the original are it's only fault. I use the upated Decision games ZoC movement effects and Infiltration rules from their reprint. So, playing with those rules an unofficial 8.5.

10 out of 10
By
Unpunched, contents in excellent nearly like new condition, box shows considerable shelf wear along edges and one corner on box top is broken and repaired (I repaired it myself), missing bridge at 2120/2121 has been very neatly drawn on map with very fine dark marker, Highway bridges over rivers are highlighted very neatly in light yellow highlighter to more easily identify them during play BIN: Will consider sale (it won't be cheap)/trade (only for something I truly want)

10 out of 10
By
Punched, complete, setup hexes written on back of counters in blue ink, bridge errata updated on map neatly in black marker BIN: Not for sale/trade - my playing copy

10 out of 10
By
Punched, verified complete, counters have setup info written on back in blue ink, includes errata sheet, ziplock bag is "cloudy" like they get with age/handling (ask for photo of counters, bag if any issues) BIN: 20

9 out of 10
By
Still the best of the MG games. Decent history, tense game, and all in a 2 hour package. Amazing design.

6 out of 10
By
Enjoyable romp through a famous battle. And yes, you can win as the Brits! It's important to keep a track of which bridges get blown and to keep an eye open for where the Germans might exit and enter of the sides of the map -that can be sneaky.

By
Part of the West Wall Quad.

By
punched

10 out of 10
By
A fast moving and fun game with simple mechanics. Can the British arrive in time to save the airborne from destruction? Can support multiple players with the allies being split US/Brit. Functional,clear graphics and low unit density make this an easy game to get to the table. Classic hex and counter approach.

By
No counters

8 out of 10
By
A little gem

8 out of 10
By
My first wargame Brilliant Guard the drop zones

6 out of 10
By
The very basic for a wargame, just entry level.

6 out of 10
By
Good game, bridge destruction is deciding factor

By
x3 copies (two are the Westwall Quad version)

By
Moment in Conflict #2. Capsule format.

6 out of 10
By
Received in trade. Sep 12. I have the new edition by DG but wasn't that impressed by their tinkering, so picked up the original edition instead. The original edition rules aren't that great by modern standards, but interested in blending both the old and the new DG rules to see if can fix most of the issues that arose from our playing.

6 out of 10
By
fun little game on this perpetually intriguing battle.

9 out of 10
By
A game I can remember playing in the 80s and finding it engrossing and entertaining but also simple. Lots of subtle things in this game - although the play around the bridges is a bit formulaic. Small map, low counter density, no stacking all means I can play it easily today as well. A classic - a shame that the other games in the quad weren't up to the same standard.

7 out of 10
By
For such a small approachable game, this was, and still is an excellent market garden game. Don't bother with the other games in the Westwall Quad. SPI milked this game for all it was worth, giving it its own box etc. With the way SPI cranked out games in the 70s a few had to stick and this is one of them.

By
A personal favorite of mine, acquired way back in the yonder year of 1977.

6.4 out of 10
By
A fun, fast playing game that tends to follow the flow of the real battle. Tricky to win as the German, holding Nijmegen's bridge and cutting the LOC highway being crucial. Remember the BrDf in Nijmegen can hold out like the Brits in Arnhem, until it gets a unit behind it courtesy of the engineers. Against the Highway, the trick is to approach it without allowing the Allies the ability to encircle your troops and destroy them. The CRT is practically bloodless, so encircling is the main way to eliminate units. I suspect the German's best bet is to mass forces on both sides of the highway and then launch attacks from both sides at once. But this takes time, and can be difficult if the bridge in Nijmegen is held as the XXX forces have nothing to do but protect the highway until the bridge is cleared. Rules are simple, but read the section on the engineers and cities twice, as they are critical to both the flavor and the tactics of the game. The die gives plenty of tense moments as the game progresses, especially for the Brits in Arnhem and the BrDf unit, but you rarely feel cheated. I've yet to see a boring game, and am always left with the "just one more" sense. Given the quick play time, that one more game is pretty easy to justify. One of the best, old school, wargames out there. I have the ziplock - "Moment in Conflict" version.

9 out of 10
By
Well-implemented game with minimal chrome to get in the way (but just enough to force you to pay attention!). Played solo and see lots of re-play potential. Allied airborne are critical to securing bridges, communications lines, etc., whilst the ground troops need to drive fast toward the Lower Rhine. Germans? Prevent the above and don't lose too many units or you will be ham-strung.

By
1976 SPI Quad part of WestWall map/rules/counters handmade Simulacrum # 20

7 out of 10
By
Another easy to learn game with some challenge to play.

By
Punched.

6 out of 10
By
An exciting game to play IF the bridges don't hold the Allies up too much.

8 out of 10
By
Best of the quad system that I have played. Much superior to the recent Suez & El Arish from S&T. Fun factor is high and plays in 6 hours.

8 out of 10
By
Maybe one of the best of all the old SPI quads; fun and tense and pretty historical, too. There's just that "one lucky die roll" problem at Arnhem that detracts from it--but not too much.

4 out of 10
By
Overrated; horrible CRT of the most annoying kind.

By
Have the Westwall Quad version. Looking to trade for or buy the mounted version.

10 out of 10
By
A wargame masterpiece. Fairly well balanced and tense throughout, both players must pay attention to what they are doing with every unit the entire game. Winner is usually clear on the second-to-last turn, but sometimes a die roll at the end can change the outcome. Not a slog in the trenches, this is a game of rapier German probes and thoughtfully parceled Allied resources. Not difficult to learn, rewards finesse in play. Best folio-size game SPI produced.

5 out of 10
By
I don't do wargames any more, but as such this is fair.

7 out of 10
By
about 7-8 pages of rules, no stacking and a 2 hour play time. This game does reasonable justice to its subject matter both in terms of historical accuracy and tone.

By
COMPLETE, Folio edition. Minor wear to folio, and numbers on (blank) backs of chits *Sold on BGG, WGL*

7.5 out of 10
By
Hard for the Germans to win a cautious American player. Nevertheless a good, challenging game with a lovely map and all time classic unit counters.

10 out of 10
By
In my humble opinion, this is quite possibly the best low complexity, high fun value game SPI ever published. I know that my friends and I - four of us - had the single most enjoyable game ever when we played this game. It's a classic.

7 out of 10
By
One of the best folio style games the original SPI ever ame up with. Elegant in every sense. Doubly amazing that it could do justice to the situation as well, which is finicky in larger games.

By
Not yet played

9 out of 10
By
This game is a lot of fun.

8 out of 10
By
Favorite of the four, not all that historically accurate, but a fun game that either side can win

7 out of 10
By
A fine, closely fought, easy to learn wargame.

7 out of 10
By
This one shows its age, but it does what it sets out to do in creating a solid game of the battle for Arnham. It is not a historical situation, but that works for me as I like my wargames to be games first.

8 out of 10
By
This is the second game I bought, AH's D-Day was the first, and I played it a lot. Ftf and solo. Think it is still one of the best Arnhem games around.

7 out of 10
By
Owned: 3 years Played: 3 Last play: 12/09/2013

7 out of 10
By
A little gem of a folio from the golden period of SPI; our group still regularly plays this simple but effective game. Very minor revision.

7 out of 10
By
A fun little game, does good job of simulating the essentials of the campaign.

By
[color=#777777]PnP copy.[/color]

10 out of 10
By
Best of any of the 20th century SPI quads. Up there with Chickamauga as the stand out successes of the concept.

10 out of 10
By
This game is all around excellent for its scale, simplicity, and fun factor.

By
Thrift list: http://boardgamegeek.com/geeklist/67787/item/1693520#item1693520

7 out of 10
By
A very interesting situation and a fun game to play due to fluidity of the tactical situation.

6.8 out of 10
By
Deluxe Verison

7.3 out of 10
By
One of the best SPI games ever. A good capture of the actual campaign. I have rarely or never heard a negative comment about this game.

5 out of 10
By
Not bad... but there are better games that simulate 'Operation Market Garden.' The Westwall Quad rules do provide some flavour.

8 out of 10
By
Excellant game, one of the better Quads. Simple yet it manages to catch the essense of the battle. And one could play it out in about 3 hours!

By
Westwall: Arnhem. Doesn't match any of the editions listed. 1976 - came in a 9" x 13" plastic bag. Unmounted board.

By
Punched. Sorted in bags. Bought from Tex. Westwall Folio series in folder.

By
Punched. Sorted in bags. Second copy. Westwall Folio series in folder.

8 out of 10
By
If there's a Market Garden game out there as tight and economical as this one that is as good, I've yet to find it. A classic.

9 out of 10
By
This small game does an amazing job with few rules and 200 counters.

9 out of 10
By
Amazing accomplishment. Great folio.

5 out of 10
By
Westwall Quad

8 out of 10
By
Collectors edition with mounted map and unmounted quad flatpack edition.

By
I own the designer's edition also.

6.5 out of 10
By
I'm beer & pretzeling 'Arnhem' here at work tonight (solo), and I have to say it's pretty fun so far. Read the rules. Scan = 15 minutes. Read in detail =45. Simple simple simple. 8 pages total w/no new concepts. Low counter density helps with setup. Played several turns. Brits made a successful mad-dash to the bridge, but are now pinned inside the city, and have lost the first of the three Arnhem hexes. The Germans elected to attempt demolition of every bridge the Allies came to after landing, and were successful on 4 of 5, including both at Eindoven, slowing down the tanks right off. Nijmegen cleared easily by the 82d, who are busting north to relieve the Brits. Groesbeek heights are holding strong... Two heavy German Mech / tank battalions have entered Venray to Oploo.... Amis racing to respond... Need I say more?

By
Designer Edition(1976)

By
Folio Edition.

7 out of 10
By
2 Campaigns. Turn=12 Hours.

By
part of westwall quad

10 out of 10
By
Fantastic game. Easy to learn. Great fun to play. Of course, if you really want to get into Operation Market-Garden you have to dig out Highway to the Reich!!!

7 out of 10
By
Played many times in the 70s and 80s. Want to play.

6 out of 10
By
Have the original SPI boxed '76 edition.

7 out of 10
By
keeper

8 out of 10
By
One of my favourite SPI games - easy to learn, nuances in the rules that require careful play. Really engrossing. Recommended.

7 out of 10
By
My first ever wargame.

6.5 out of 10
By
A simplistic igo/hugo half mapper of the Market-Garden. A serious investigation of the operation it isn't, but I've had a couple of really enjoyable games with it.

7 out of 10
By
Good, simple game about Market Garden. The British forces pretty much sit in Arnhem praying the Germans don't get one good die roll, but the rest of the map has a lot of combat all over the place.

By
Great topic. Hope to play soon.

6 out of 10
By
It's okay. The situation can get a bit static (and therefore dull) in the main areas of conflict. I actually prefer Red Devils from Paratroop, but I have yet to try one of the BIG Market Garden games, so I may have a new favourite waiting for me.

By
Box Storm over Arnhem

6.5 out of 10
By
Tight and evenly balanced - very enjoyable although I haven't played as the Germans. Nijmegen bridge is the key - I've never been able to get units across the Arnhem bridge to relieve the 1st Airborne so it runs quite historically I think.

7 out of 10
By
Old fashioned hex and counter game with a lot more going on than I expected. The basic rules are simple, but a fair number of flavour rules / exceptions spice things down a bit. There is much to plan for and initial play seems fairly slow. I'd like to play again to see if we could speed things up. The well designed scenario is perhaps the most attractive feature of this game, although some of the dated features (e.g. searching through the list for the next turns reinforcements rather than having off map boxes) can delay matters.

By
pnp files. not printed.

9.5 out of 10
By
one of my all time fav's. Great game. Simple game with loads of challenge. Having played Target Arnhem, i have revised my rating for this one upwards having realised just how good it is.

10 out of 10
By
Best quad type game SPI put out. Hands down.

7 out of 10
By
Great into to Operation Market Garden.

8 out of 10
By
My first hex and counter wargame. Simple mechanics, great historical representation and terrific fun. Though it's hard for the Allies to win, due to the harsh victory points clocked up by the Germans for out of supply Allies.

9 out of 10
By
In the past year I've played Arnhem with both a friend and my wife. Great things really can come in a small package! Arguably the best of the SPI quad games.

7 out of 10
By
Hex and counter game which, despite showing it's age, is great fun thanks to an excellent scenario. Simple rules but with a lot to think about for each side. There are a couple of situations I am wary of, which may make or break the game (namely units holed up in a city) but for now I'm impressed with Arnhem. I'm surprised that anyone can play this in 90 minutes.

By
I have the boxed collector's edition which was renamed A Bridge Too Far as a tie-in to the film. One day I'll get time to play it.

By
Played once or twice years ago and loved it. Reacquired a copy recently and played it once solo; it's still pretty good (though very different than I had remembered). Unfortunately, I left the game at a friend's house, far away, so I don't own it anymore.

8 out of 10
By
Very good, fast playing Arnham game. Boxed hard mounted map SPI version.

9 out of 10
By
Fun and very playable. Market-Garden with options. Now about those bridge building Combat Engineers...

8 out of 10
By
Nice, straightforward simulation. Map does not extend, though, to the 30XXX breakout zone, but only down to Eindhoven. One copy traded. Looking for SPI collector's edition.

9 out of 10
By
Played this one to death when I was a kid. Of all the SPI Quad games, this is one of the best for sheer fun and enjoyment. Today's designers would do well to take a look at this before they decide the world needs another 10k counter, twelve map, hundred page rulebook wargame that will sit on shelves instead of being played. Complexity is easy. Simplicity is genius.

7 out of 10
By
I have some issues with the play balance, but the manageable playing time, relatively compact size, and ability to conjure the back and forth flavor of Operation Market Garden bring me back to this game from time to time.

8.5 out of 10
By
This is a great little game that only uses 100 counters. Recreates a tense situation with tough paratroopers seeing off waves of German reinforcements.

7 out of 10
By
Best of the Quad family - all the quads. Tense and challenging, a push to utilize too few resources to achieve a win, and that goes for both sides.

By
Never played. Above my leisure-time pay grade. Was included as a bonus with subscription to Strategy & Tactics.
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