It was back in February last year that I last posted about the pleasures of playing boardgames with my pal Steve M. on Vassal when I was 'waxing lyrical ' about the Hollandspiele game Campaign of Nations by John Theissen, link below.
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| JJ's Wargames: Campaign of Nations from Hollandspiele on Vassal. |
Since then our regular weekly gatherings on a Monday night, laptops to hand, have continued with adventures fighting the Burma Campaign of 1944-45 with Nemesis Burma 1944 from Legion Games, and various AWI battles and campaigns from GMT that included Saratoga and Germantown, and the series of block/campaign games from Worthington Games, Trenton, New York and Saratoga.
However I felt prompted to compose this post, because every now and then a game comes along that really captures the imagination, very often by taking a completely different approach to presenting an era, battle or campaign by challenging players to play a familiar type of game in a completely new and enjoyable way, and recreating a key factor that is reflected in the historical record that makes it stand out from other games.
Which leads me to typing a few comments about 'The Scheldt Campaign', another game from Hollandspiele, of which I have a few from this company, and who seem to excel in producing games that are rather unique, with this one, ‘The Scheldt Campaign’, by Brian Train, and map art by Ilya Kudriashov, a good example.
I have quite a few WWII games covering the land-war in NW Europe in 1944-45, but I had not played a game covering this particular campaign in the autumn and early winter of 1944, as the Allied breakout from Normandy started to coalesce along the approaches to the German border, the weather worsened, and a realisation that things would not be over by Christmas sunk in, but with the need to shorten the Allied supply lines from the Normandy ports and beaches becoming an imperative, as thoughts turned to an invasion of the German homeland in the following year.
The battle to clear the Scheldt approaches took place from 2nd October to 8th November 1944, with initial attacks beginning in mid-September but meeting limited success due to well-fortified German positions, flooded terrain, and muddy conditions. The Germans employed effective delaying tactics, including flooding the Scheldt estuary, which slowed the Allied advance, that saw the Canadians conducting amphibious assaults, crossing obstacles, and fighting over open ground under heavy fire.
The first convoy would unload on the 28th November 1944, and between November 1944 and April 1945, 2.5 million tons of supplies were delivered through Antwerp.
Historically, the battle was divided into three operations: Operation SWITCHBACK to eliminate the forces in the Breskens Pocket, Operation VITALITY to move north from Antwerp and advance up the narrow isthmus of South Beveland; and Operation INFATUATE to eliminate the remaining German forces on Walcheren Island.
The map below shows the setup for the historical scenario, with Steve playing the Germans and 'Yours Truly' the Allies, and we have just completed the first move, as the Canadian 3rd Infantry and 4th Armoured Divisions, start to move against the Breskens Pocket, bottom left of the map
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| A snapshot of our game at the end of Turn one using Vassal. |
The Breskens pocket was held by the 64th Division commanded by General Knut Eberding, an infantryman with extensive experience on the Eastern Front who was regarded as an expert in defensive warfare.
When the 15th Army had retreated from the Pas-de-Calais region of France across the Low Countries in September 1944, an enormous number of guns and ammunition ended up in the Breskens Pocket, including one hundred 20 mm anti-aircraft guns, which were used as a sort of "super-heavy machine gun", 23 heavy 88 mm flak guns, 455 light machine guns and 97 mortars.
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| 'Bulge 20' by Joseph Miranda |
As Steve and I got stuck into mastering the mechanics of this game, it became quite obvious to the both of us that this was not just another WWII regimental/battalion level hex game that we were very familiar with, using as it does the Staff Card system (Staff Markers in this game), adapted from the game 'Bulge 20' by Joseph Miranda, a system designed to not allow players to move and fight every unit every turn, as is often the case in other wargames, forcing them to choose what they want to do, and where, and how to support it.
The Staff Markers are named according to typical modern military staff sections (slightly modified for the game):
- G-1 Administration (assignment and organization of forces)
- G-2 Intelligence (about enemy strengths and intentions)
- G-3 Operations (tactical moves and combat)
- G-4 Logistics (strategic moves, combat support, etc.)
Each player has a C2 Level which represents the maximum number of Staff markers he may have in his hand at any one time: the Allied Player – 7; the German Player – 4; the difference reflecting organisational challenges faced by a German army forced to retreat rapidly from Normandy; they then select their hand of Staff Markers from those in the Available Pile during the Planning Phase at the end of their Player Turn.
Starting with the Allied player, the Staff Markers are played one at a time during a player’s Preparation or Operations Phase in any order desired, with its action performed, before the next Staff Marker is played, and so on. Sometimes (e.g. during a battle) Staff Markers may be played simultaneously, and when a marker has been played, it is usually returned to the Available Pile.
The key concept behind this unique way of playing is, since the Germans select Staff Markers during their Planning Phase, the enemy (Allies, who move first in each turn of play) has an entire turn to perform Actions with their markers, thereby possibly rendering German choices redundant, reflecting very real staff planning issues at this level; whilst also, as we soon discovered seriously limiting what both forces could do from one turn to another, despite often needing to do a lot at any given time, and being forced to prioritise the staff work on a given attack, to move forces rapidly to an important area, or to bring in replacements instead of doing that big attack.
Additionally, as the German player moves second, it soon became obvious to me that committing all my staff markers to my play left me with nothing in hand to respond to Steve's play, and so an additional issue is presented to the Allied player, whether to hold back the occasional G2, ensuring a defender fires first or a G4 to provide artillery or air support to an Allied defence responding to a sudden German counterattack. Decision options, don't you just love them!
Along with the Germans occupying well fortified defensive terrain, this prioritising of activity offsets the advantage the Allied player has in force strength, activation priority and his multiple Staff choices, in that the game is limited to 32 turns, with each game turn representing an indefinite period of time, from one to two days, and with that clock ticking away, forcing some very careful considerations on what is a 'must do' over the 'nice to do' activities, or the weighing up of several 'must do's' and settling on what you think is going to progress the Allied cause the best.
I think the concept of friction in war, translated to our hobby of historical wargaming, be that on the tabletop or in a boardgame setting, is perhaps one of the great divides in the hobby that groups one set of players versus another, similar to competitive gaming and those enjoying the intellectual stimulation, win or lose.
There is no wrong or right way of enjoying the hobby, but the preference, in my experience, can readily determine if you will enjoy a particular game or not, and cards on the table, in case you hadn't guessed, I'm certainly a lover of friction, forcing me to deal with the situation presented, potentially not how I would have liked it, and with absolutely no interest in competitive gaming whatsoever.
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| Map of troops at Walcheren Island |
Intellectually, I want my game to simulate 'historical reality' as closely as possible with the decision points presented, and as we know real-life commanders don't get to choose how things are, they only get to influence a given situation to their best ability, but then 'Fortuna' takes over from there, and then they get to influence the situation she presents.
Thus the terrible terrain, Polder, Flooded Fields, German Heavy Fortifications, turn this game into a real slog for the Allied player, just as it was historically, except no one got killed in our game; whilst the Germans have to soak up the casualties, whilst dishing out as much hurt as they can, attempt the odd counterattack here and there when the opportunity presents, then build road-blocks with speed-bump battalions to help tick the clock down, as the Allies are forced to clear them out the way, whilst also trying to figure out a way to unhinge their defence.
At the half way stage, I think I was doing quite well, and I hadn't turned to bringing in unhistorical forces, which is an option, and the combat dice were definitely favouring the Allies as the 'Dead Pool' on the illustrations would indicate.
That was when thing's started to go sideways, as a key attack on Woensdrecht, at the neck of the peninsula leading to the Walcheren causeway, didn't go to plan, allowing a German withdrawal, rather than wiping them out as planned with copious artillery and air support thrown in; followed by Steve managing to 'go firm' on Walcheren Island despite Allied bombing that caused massive flooding but only took out one of the four coastal batteries, and a Special Service landing force that took out another but could not press matters without other Allied troops coming to their aid.
In the end I threw the towel in on Turn 30 with no prospect of clearing Walcheren, which had the German's sitting on a marginal victory as my Canadian 4th Infantry Brigade managed to capture Rosendaal that turn, but with the key rule that if just one of the two German gun batteries on Walcheren Island was still intact by turn 32, then the result awards the German player with an Impressive Victory - well played Steve.
This game is not perfect, but then not many are, and we thought the supply and LOC might be modelled better, but that really is a small quibble for a game we both enjoyed, and I felt really captured the nature of this hard fought campaign at the end of 1944.
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| The Scheldt Campaign – Hollandspiele The Scheldt Campaign - Hollandspiele | Wargame Vault |
It is still available as a printed game from Hollandspiele, and also in a print and play version via Wargame Vault, links above, and of course, the module in the Vassal library can readily facilitate play.
Oh and if you've never used Vassal to play boardgames, then I can highly recommend the platform. Steve and I have been using the system on our personal laptops for a number of years now without a hitch, and it is regularly updated and the modules for games are of an excellent standard, so I've added a link where you can download the system and access the games library.
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| Vassal |
A final note, was this very fitting tribute in the rules;








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