Uploaded July 2026 | Updated September 2026, 1 week ago
Storm Over Arnhem is one of Avalon Hill's classic World War II wargames, recreating the fighting around Arnhem during Operation Market Garden. In this playthrough, we revisit the game through a session originally published in The General magazine, Avalon Hill's long-running house magazine, and see how the battle unfolds as Allied and German forces compete for control of key objectives before time runs out.
Whether you remember Storm Over Arnhem from its original release or are discovering it for the first time, it's an interesting look at one of Avalon Hill's most respected area-movement designs. How would you have approached the battle? Share your thoughts and your own experiences with Storm Over Arnhem in the comments.
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EMAIL: legendarytactics2020@gmail.com
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#StormOverArnhem #AvalonHill #TheGeneralMagazine #Wargaming #BoardGames #WorldWarII #OperationMarketGarden #HistoricalGaming #HexAndCounter #TabletopGaming #MilitaryHistory #StrategyGames #BoardGamePlaythrough #WarGames #ClassicBoardGames
This is the first of the Area-Impulse games done by Avalon Hill which later included Thunder at Cassino, Turning Point: Stalingrad and Breakout Normandy. The game simulates the ferocious battle for the Arnhem Bridge on September 18-21, 1944.
The game begins with the British holding the area around the bridge, surrounded by the Germans. They try to hold out for as long as they can.
Each full turn covers 8 hours and includes many mini-turns (or impulses). Each impulse, the player can move or fire a small number units. Once moved or fired, the units are "committed" and cannot move or fire again until the next turn.
Combat is handled by calculating attack and defense values with each side adding the roll of 2 dice. The difference (if the attacker has the higher total) in final point values is the number of casualty points the defender must lose by retreating or destroying units.
The games is of relatively low complexity for a wargame and rates 3 (out of 10) on AH's difficulty scale.
Storm Over Arnhem is one of Avalon Hill's classic World War II wargames, recreating the fighting around Arnhem during Operation Market Garden. In this playthrough, we revisit the game through a session originally published in The General magazine, Avalon Hill's long-running house magazine, and see how the battle unfolds as Allied and German forces compete for control of key objectives before time runs out.
Whether you remember Storm Over Arnhem from its original release or are discovering it for the first time, it's an interesting look at one of Avalon Hill's most respected area-movement designs. How would you have approached the battle? Share your thoughts and your own experiences with Storm Over Arnhem in the comments.
To support our channel directly, please become a member and get access to bonus content: youtube.com/channel/UCRarNme4iUanPLflogg-Ntg/join
__________________________________________________________
TWITTER: twitter.com/intent/user?screen_name=LegendaryTacti1
EMAIL: legendarytactics2020@gmail.com
WEBSITE: legendarytactics.ca
INSTAGRAM: instagram.com/legendarytactics
DISCORD: discord.com/invite/Kquf34pVQd
__________________________________________________________
#StormOverArnhem #AvalonHill #TheGeneralMagazine #Wargaming #BoardGames #WorldWarII #OperationMarketGarden #HistoricalGaming #HexAndCounter #TabletopGaming #MilitaryHistory #StrategyGames #BoardGamePlaythrough #WarGames #ClassicBoardGames
This is the first of the Area-Impulse games done by Avalon Hill which later included Thunder at Cassino, Turning Point: Stalingrad and Breakout Normandy. The game simulates the ferocious battle for the Arnhem Bridge on September 18-21, 1944.
The game begins with the British holding the area around the bridge, surrounded by the Germans. They try to hold out for as long as they can.
Each full turn covers 8 hours and includes many mini-turns (or impulses). Each impulse, the player can move or fire a small number units. Once moved or fired, the units are "committed" and cannot move or fire again until the next turn.
Combat is handled by calculating attack and defense values with each side adding the roll of 2 dice. The difference (if the attacker has the higher total) in final point values is the number of casualty points the defender must lose by retreating or destroying units.
The games is of relatively low complexity for a wargame and rates 3 (out of 10) on AH's difficulty scale.










