Arnhem: The Farthest Bridge
Rang BGG
BGG #20 402
Note BGG
6,2

Arnhem: The Farthest Bridge

2010

Aide aux règles de Arnhem: The Farthest Bridge

Des explications claires des tours, effets de cartes et situations litigieuses, avec des références aux sources officielles et un historique des questions sauvegardé.

  • 1–2 joueurs
  • 60–120 min
  • 12+
  • Complexité 2,1/5

Assistant de règles pour Arnhem: The Farthest Bridge

Que voulez-vous savoir ?

Les réponses viennent du livret officiel, avec la page à vérifier.

Arnhem: The Farthest Bridge est un jeu de société sorti en 2010 pour 1 à 2 joueurs, avec des parties de 60 à 120 minutes et à partir de 12 ans. Il a été conçu par Jay A. Nelson et Eric R. Harvey et ses principales mécaniques sont Dice Rolling, Hexagon Grid et Simulation.

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À propos du jeu

En anglais

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

Éditeurs

  • Decision Games (I)

Questions et réponses

Selon le catalogue, Arnhem: The Farthest Bridge se joue de 1 à 2 personnes. Cette fourchette correspond au nombre de joueurs indiqué par l’éditeur : le jeu s’installe donc pour toute taille de groupe dans cette limite. La mise en place, certaines règles et le décompte peuvent varier selon l’effectif ; vérifiez la configuration exacte dans la règle de votre édition.