Hell's Highway: Operation Market Garden cover
1983BGG rank #5,349

Hell's Highway: Operation Market Garden

by John H. Butterfield · Victory Games (I)

Browsing is free. Ask BoardGameBrain about this game when rules coverage is ready.

Players1–4
Time300–1500m
ComplexityMedium-Heavy
Age12+

About the game

What is Hell's Highway: Operation Market Garden?

This game is an operational level simulation of the greatest airborne campaign of World War II. In September of 1944, three Allied airborne divisions dropped up to 60 miles behind German lines in Holland to seize and hold a series of roads and bridges until British ground forces could break through the front lines to link up with the paratroopers- to create an open road to the heart of the Third Reich. Until now, the tragic yet fascinating story of Market-Garden has not been simulated on a level that allows an appreciation of the entire campaign, without bogging down in endless detail. In Hell's Highway, players trace the leaden movement of XXX Corps along its jammed highway, drop the gallant paratroopers on the key bridges, and launch the unexpected panzers against the grim Arnhem defenders. Three scenarios and numerous deployment options allow players to explore the battle with historical hindsight, or to experience first-hand the confusion of those bloody days. Information from the back of the box: Two 20" x 28" maps - connected by their short edges to create a long, thin map area Two countersheets - 520 half-inch counters 1300 meters/hex Three (3) turns/day Complexity - high. Solitaire suitability - medium. Number of players - (1 or) 2 players (also recommended for team play) Playing time - from 5 hours for a short scenario to 25 hours for a complete campaign

How it plays

Mechanics

Dice RollingHexagon GridRatio / Combat Results TableZone of Control

On the shelf

Categories

WargameWorld War II

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Hell's Highway: Operation Market Garden?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?