Tuesday, 28 January 2025

21st Independent; the first in! A Market-Garden game in 54mm

 

"Whoa Mohammed!"

Last month, I solo-played out an engaging scenario from the Bolt Action Operation Market Garden campaign book, using my 54mm WW2 collection. Herein, the focus was on the landing of the British 21st Independent Company paratroopers at Ginkels Heath (de Ginkelse Heide) on September 17, 1944, as one of the initial Allied actions during operation Market-Garden. The scenario was based on their mission to identify and secure the drop zone against German opposition and ensure the following waves of the 4th Parachute Brigade could land safely. I used my home rule set that has its backbone in Dirk Donvil’s ‘About Patton’ test-version regulation. Ideas from a second, very inspiring book ‘Wargaming Airborne Operations’ (published close to 50 years ago) by author Donald Featherstone, were incorporated too. The action was played several times and proved rewarding in terms of ruleset development and fun-opportunities.




The Setup

The battlefield was a 2.5 x 1.2 meter table with Ginkels Heath sprawling across the center. Open fields of heather and gorse, dotted with clusters and lined on both short tablesides with woods. The German units randomly entered the sectors in the narrow sides of the map, while the British paratroopers started with a dispersed individual landing pattern across the table (note the coloured markers) organised in so-called ‘sticks’. My collection featured 42 paratroopers (4 x 9 men/section, with each a leader, a lieutenant + his batman). Third section, being the HQ unit, held two Eureka transmitters, to be deployed in the centre of the LZ. All other sections are provided with Air-Ground ID panels to be placed in the circumsphere of the LZ. The Germans had a mix of infantry squads. Varying from ‘green’ Wacht battalions up to XX elites, as decided by dice-throw. Their objective is to disturb the pathfinder tasks of the 21st company parachutists.












The Action Begins

The game began with the paratroopers descending in full surprise. They had the initiative, with one free turn on the ground to organise the four sticks and the small command group. Hence, the British quickly regrouped, forming a defensive perimeter, making sure the essential homing equipment is positioned and out of harms way. The supporting squads of paras pushed roughly toward the treelines to neutralize possible opposition. In subsequent turns they were met with rifle and SMG fire from entering German units, positioned in the wooded areas. The paras returned fire with their Stenguns, rifles and Bren’s. Most of the time, forcing the Germans to duck for cover, unable to neutralize the British positions. Meanwhile, a second stick landed closer to the woods on the British right flank. These paras quickly moved to secure the trees, discovering a German squad lurking there. A vicious close-quarters firefight broke out, with grenades and small-arms fire exchanging hands. This section managed to force the Germans in a pinned position but suffered significant casualties in the process.







British Push for their Main Goal

As per Dirk Donvil’s ‘About’ rules, command-options were allocated to the various elements in the game. The Devils, being far more organised and highly disciplined, received seven (4+2+1) possible command dice. Players familiar with the ‘About’ approach will know that the Infantry(I’s) and Flag symbols enable the player to activate infantry units. For effective maneuvering the German side only has one die for every unit leader on the field. Starting with three in their first turn and gaining more every consecutive one. This illustrates the urgency for the Tommies. Both Eureka equipment and ID panels demand a two men team to be stationary during the turn of placement. The airfleet is going to turn up only half an hour after the start of the 21st independents jump. This game can therefore only take five or six British turns for fame or failure (one less for the Germans).










Possible Extra’s

Matters can always be made more complex. Introduce some rural buildings, a single barrel flak and/or a mg 42, and things might turn out a suicide mission. A fictive battle report could then be. 

On the left flank, a stick of paras advanced through the heather and managed to close within grenade range of the barn. A well-thrown grenade silenced the German MG42 team, clearing the path for a final push toward the Flak gun. As the British left flank secured the barn, the paras on the right consolidated their hold on the woods. A small group, led by their officer, launched a daring charge across open ground toward the Flak gun. Despite withering defensive fire from the German position, the paras reached the gun, overwhelmed the remaining crew with hand-to-hand combat, and knocked it out with a Sten gun burst. With the Flak gun neutralized and the German right flank in retreat, the battlefield momentum shifted decisively in favor of the British. However, the cost was high: several squads were reduced to half strength, and a Vickers team was lost entirely. By turn six, the Germans began to withdraw toward a secondary defensive line, leaving the British in control of Ginkel Heath.





Conclusion

I called the game an Allied victory, as the British, most of the time (played several times considering it only takes about 45 min per game) succeeded in their mission to secure the drop zone. However, the Germans inflicted heavy casualties, particularly during the early turns. The amalgame house rules once again delivered a cinematic experience.

Overall, it was a gripping recreation of an initial moment of Operation Market Garden. The visuals of 54mm figures on the battlefield brought the history to life in a, for me, spectacular way!



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