Our gaming group is going to play this classic next.
Douglas
--
The Todds
Doug, Judy, Tyler & Nikolas
I haven't any personal experience of playing it, but I had a gaming fried who
had played it a few times. From memory:
a) long range artillery was far too devastating against HQs - you'll need some
house rules to reduce its effects or the Germans face a virtually automatic
loss against XXX Corps mediumand heavy artillery.
b) the casualty rates are far too high and the campaign was over in two days -
they introduced so-called 'tiffin turns' to pad the time out a bit when
nothing much happened (presumably _something_ happened, I just can't remember
what).
c) There was an obscure disagreement about the fate of Gens Model and
Bittrich when the two step Tiger II they were driving over Arnhem Bridge lost
a step... The Brits arguign that obviously it was one in each tank so one was
killed, and the Germans insisting that it couldn't possibly be the case as the
rules didn't say so etc..
And thats all I can remember.
Cheers.
Martin.
--
Martin Rapier, Database Administrator
Corporate Information & Computing Services.
University of Sheffield Tel 0114 222 1137
http://rhino.shef.ac.uk:3001/mr-home/
>Has anyone got any information, errata, comments on this the old SPI monster
>game.
>Our gaming group is going to play this classic next.
>Douglas
Its been a while, but I remember some oddities. The victory conditions are
strange. Its better for the Germans to keep out of supply allied units alive
and out of supply than it is to kill them. Entrenchments are awesome! They
render artillery almost ineffective. They 2 range antitank guns are the
best way to blast infantry out of entrenchments.
Don't get caught in travel mode.
Watch your stacking when moving. Stacking is lower in some hexes than others
and if you overstack for even an instant, the whole stack disrupts.
Disrupted units die in close combat (or whatever it is called).
The Germans should run away with the SS tanks in the front and retake the
bridge at Grave as soon as possible to slow down 30 corps.
The British need to get into Arnhem fast and entrench as many hexes as possible.
The allies need to watch their supply lines very very carefully.
Its a LONG game (106 turns ??)
The high effectiveness artillery and heavy weapons chew up infantry that is
not in entrenchments.
I think there was an errata sheet on it, but don't have it here at work.
--
This post is mine, and does not necessarily reflect the views of C.C.S.O.
Was that a model Tiger ?
Boom boom!
Presumably Model was the commander and Bittrich was driving.
--
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Milk Floats and Stainless Steel Sinks
>"Todd's" <todd...@cadvision.com> writes:
>>Has anyone got any information, errata, comments on this the old SPI monster
>>game.
>Its been a while, but I remember some oddities. The victory conditions are
>strange. Its better for the Germans to keep out of supply allied units alive
>and out of supply than it is to kill them. Entrenchments are awesome! They
>render artillery almost ineffective. They 2 range antitank guns are the
>best way to blast infantry out of entrenchments.
Ah yes, that is one I forgot. In their infinite wisdom SPI did not bother to
differentiate between hard and soft targets, which means that for AT guns to
have a chance against tanks they have awesome attack factors. This in turn
means that as attack factors are not modifed by target type, AT guns are
awesome against everything. So, lead with your AT guns and let those pesky
footsloggers hang back in the column!
The rule system itself was later used as the basis for the Korps Commander
miniatures rules, although it was tidied up and 'complexified' a bit more for
the miniatures market.