Dagger Thrusts: Patton or Montgomery, September 1944
This is low-to intermediate-complexity, two-player, examination of the
historic alternative to Montgomery's ill-fated Operation Market Garden.
Instead of his left-jab through lowland Holland to the Rhine, we have
Patton's proposed right-hook, starting at Metz and swinging north and
east toward the Ruhr for a war -winning knockout blow. Or, as an
alternative within an alternative, the Allied player may try for a more
conservative push straight east to the Rhine, there to create a
bridgehead over that German river, thereby likely advancing the advent
of V-E Day by at least three or four months.
As
soon as you begin to game Patton's alternative to Montgomery's all or
nothing plan, it becomes clear what a huge opportunity Eisenhower
missed by backing the wrong subordinate. That is, for the British field
marshal's plan to have succeeded, it really did have to go all the way,
or at least get across the Rhine in some significant way. Failing short
of both the Rhine and the Ruhr, as happened historically, meant a month
had been wasted and a lot of lives lost only to create a salient to
nowhere. Had Patton's idea been tried, only to fail as badly, a salient
of that same size – but jutting north into the Rhineland from a base
at Metz – would've done much more for the Allied cause.
We've
broadened the appeal of this design beyond those who enjoy alternative
history by including a second, historical, scenario. At first we were
only going to cover the actual Market-Garden portion of Montgomery's
operations in September 1944. It quickly became apparent, however,
portrayed at these time, space and unit scales, such a game would be a
dud, with a map only nine hexes long and three wide. So we broadened
the thing's shoulders by expanding the coverage to take in all
Montgomery's possibilities that fateful month. So now you can choose a
straight -up historic approach, or you can have alternative history
within your actual history.
Each hex on the map
equals seven miles from side to opposite side. Each game turn
represents three days. Playing pieces represent divisions, brigades,
combat commands, Kampfgruppen and regiments of various kinds of
infantry and armor formations, each containing from about 3,000 to
14,000 men and 50 to 400 or so armored fighting vehicles. Designed by
Ty Bomba.
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