
![]() WHAT YOU GET:
If you have already made the choice to become an Advanced Tobruk 'Desert Rat' (by purchasing Advanced Tobruk) then we think you may just be the guy/gal with a hankering for using all that new-found knowledge of the system to experience tactical-level action in one of the most desperate and heroic battles of World War IIthe Battle of Arnhem. Whoa Mohammed! We're aiming to bring you to the streets of downtown Arnhem in hyper-detail utilizing extra-large hexes. See the map example above (please note the above example is a slice of the map as work-in-process - the hexes are the right size but the final version will reflect the more refined, final appearance); that Tiger I counter is 3/4" across - the largest AFV counter of any tactical-level system on the market. The personnel counters are 5/8" each. Oops, if you already own Advanced Tobruk you already knew that! With all this action from Arnhem to Oosterbeek a Gamers Guide is called for. And it shall be delivered, including a move-by-move, shot-by-shot game replay, historical material, designer's notes, and lots of Tobruk system oriented material for the ARNHEM: DEFIANT STAND enthusiast. Ownership of ARNHEM: DEFIANT STAND is necessary to play OOSTERBEEK PERIMETER. Click here to check out a rough of the Oosterbeek mapsheets. Be decisive and reserve your copies of all three Arnhem to Oosterbeek products todayyour card will not be charged for any item until it is printed. |
Arnhem: Defiant Stand (a.k.a. Combat! Arnhem) - the Tobruk system steps out of the desert and into the heart of a desperate and heroic struggleOur Goal: The Battle of Arnhem in hyper-detail, including the entire Oosterbeek Perimeter, never before depicted in a tactical-level game![]() Scenario Notes1 NIGHT MARCH: This scenario depicts a very simple action that is nonetheless representative of the huge mess that was Market Garden in Arnhem. A solid bunch of paras must dash into the perimeter, at night, against a scattered bunch of low morale Germans. A great learning scenario that quickly swings back and forth. 2 GRABNER’S CHARGE: No portrayal of this battle could be complete with Graebner’s Charge! A big pile of German armor and infantry has to get across the bridge and either try to dash through to safety or dig out a solid perimeter inside the British lines – tough either way! 3 PONGO’S STAND: Tough but out-gunned and out-manned British paras hold just a couple of big buildings against a mixed bag of Germans who have to dig them out. In this case, the Germans have the advantage of clean lines of sight against the Royal Engineers under Captain Mackay, 3rd Battalion men under Major Lewis and Brigade Defence Platoon members under Lt. Barnett. Of no small account are the Gammon Bombs and PIATs British defenders in Arnhem can count on in close quarters. 4 BRINKMANN’S ORDERS: While similar to The Stand, this scenario shows the German attack gathering steam. Now there are many AFV available, but mostly the light units of the 10th SS Recon under Brinkmann. They are not ideal for this sort of fight, but players will have to find a way to pry some use from them without exposing them to too much danger. Gammon Bombs, PIATs and 6-pounders will make mincemeat of an incautious German player; as the Germans of 1944 can attest. 5 WHOA MOHAMMED!: This firefight puts players at the very center of the battle for the Defiant Stand at Arnhem. In general, this firefight shows the very height of the battle, with the Germans fully committed to the attack and the British just beginning to weaken. 6 EVERY ROUND A JERRY…: With little room for maneuver due to the layout of the streets and buildings, this firefight between British infantry and German troops accompanied by artillery and a Tiger tends to the bloody side, often concluding with a frightening British counterattack across Kade Straat that determines the winner. 7 DAMN AND BLAST: The Germans attempt to blow the bridge against the most stiff of British resistance. While 2 Para was clearly sinking, the Germans situation down the road at the Nijmegan front was also clearly deteriorating by the hour. 8 THE END: Although there are some SSR, this is really a simple firefight at heart. Broken into many half-squads and two different setup areas, the British also labour under positions that the German can easily surround. Many players will find large sections of their OB cut out from under them in the opening turns. But the wily paras can steal a victory with preservation of force! 9 SHOUT AT THE DEVIL: This scenario gives both sides a chance to fight at their best, with the British at full strength and the Germans accompanied by some armor. It also uses a part of the map that doesn’t see too much other action, since the British could not effectively maintain their perimeter this far from the bridge for long. A key, of course, is the German tank. Knocked out early or in action late in the game, its fate will say a lot about who wins. 10 STEEL AND IRONY: In April of 1945, Canadian troops accompanied by Sherman tanks finally take back the Arnhem area, fighting Dutch troops supported by captured French tanks! |
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