Dagger Thrusts: Patton & Montgomery, September 1944
Rang BGG
BGG #22 056
Note BGG
6,3

Dagger Thrusts: Patton & Montgomery, September 1944

2005

Aide aux règles de Dagger Thrusts: Patton & Montgomery, September 1944

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
  • 180 min
  • 12+
  • Complexité 2,6/5

Pour 1 joueur

Assistant de règles pour Dagger Thrusts: Patton & Montgomery, September 1944

Que voulez-vous savoir ?

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

Dagger Thrusts: Patton & Montgomery, September 1944 est un jeu de société sorti en 2005 pour 1 à 2 joueurs, avec des parties de 180 minutes et à partir de 12 ans. Il a été conçu par Ty Bomba et ses principales mécaniques sont Secret Unit Deployment, Hexagon Grid et Simulation.

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À propos du jeu

En anglais

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.

Auteurs

Éditeurs

  • Kokusai-Tsushin Co., Ltd. (国際通信社)
  • Decision Games (I)

Questions et réponses

Selon le catalogue, Dagger Thrusts: Patton & Montgomery, September 1944 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.