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841
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Other Forums / World War II History / Re: Operation Market Garden
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on: May 17, 2007, 03:31:34 pm
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Dezrtfish,
I like your idea better about DZ deployment.
How does a commanders initiative bonus work?
I figured the Brits didn't have air support. I was looking more into it to see if the Germans had any.
I figured the 9th recon belonged to the 9th panzer. I like you idea about not being able to move until round x, but I would change it to they can't move unles attacked until round x.
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842
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Axis & Allies / Axis & Allies 2nd Edition / Re: Looking for expansions
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on: May 17, 2007, 11:17:57 am
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Ddraiglais,
A&A Mini’s (AAM) Is in no way compatible with other A&A games. You don’t have to paint them either. AAM is more geared toward small unit tactics with a handful of INF and a few ARM units and maybe an air unit.
If you want to know more about AAM go to the axis and allies miniatures discussions.
-LT04
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843
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Axis & Allies / Axis & Allies 2nd Edition / Re: Looking for expansions
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on: May 17, 2007, 07:41:28 am
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Ddraiglais,
I personally like revised but I think for starting out AA D-Day is a good one. The reason I say this is b/c it comes with order cards that tell you very specific actions to take to get to the next step. The land units’ move just like the ones you are used to from classic, but the reinforcement schedule and air movement is totally different.
For beginners I would stay away from A&A Mini’s I have played A&A games for several years without a break in between. I started AAM this year and am still having problems wrapping my brain it.
There is no reason why you can’t start out with classic or revised. I have just found that with a game as overwhelming as this it’s easier to have new players follow card instructions on a as you go basis. As you get better you can use the other optional cards that come with the A&A D-Day game.
I hope that was of some help to you. I hope you and you sons have a great time.
-LT04
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847
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Other Forums / World War II History / Re: Operation Market Garden
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on: May 17, 2007, 07:14:04 am
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Dezrtfish,
I had planned to make secondary DZ ‘areas’ for the player to place units that were split from the main group. I had planned to make the British 1st farther apart (for historical accuracy) and the 82nd and 101st closer together.
I’m unsure what an ‘initiative bonus’ is and how you implement it into the game. Could you clarify, please?
You bring up another question I wanted to ask. Was there enough allied or German air support in this campaign worth mentioning?
Some more general questions:
Was the 9th Recon Battalion a unit of the 9th SS Panzer? I was considering placing them in like fashion to the paratroopers a few rounds into the game.
Also did Oss play any part in this campaign? To keep my map even close to scale I may have to cut it but if it played a role I figure something out.
Thanks for all the help,
-LT04
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848
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Other Forums / World War II History / Re: Operation Market Garden
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on: May 17, 2007, 05:20:02 am
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In the AAM game 1 space = 100 meters. My board isn't off by much for being scaled down. It would be more like 1 space = 1,000 meters. So from Arnhem to Nijmegen it's a perfect 18 spaces or 18,087 meters. I'm not sure how far I'm off with Eindhoven or other towns but with Googel Earth I'll fix them. I'll try to make them the same size also.
-LT04
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849
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Other Forums / World War II History / Re: Operation Market Garden
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on: May 17, 2007, 04:55:38 am
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I know hind sight is 20-20, but I think I would have sent 101st, wait to have heard there report then sent 82nd, wait to have heard there report then sent the British 1st. Once the 101st said big bridge go boom I might have sent 82nd but not the 1st.
-LT04
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852
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Other Forums / World War II History / Re: Operation Market Garden
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on: May 17, 2007, 03:06:41 am
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Hey,
I understand why we can’t just tell the British player take this DZ by this turn for reinforcements b/c then the German player would also be aware of this and try to stop this form happening when chances are they may or may not have ever knew about it in the first place.
I like the idea of keeping the primary objectives the same and mixing up the secondary objectives. I had an idea that we should put the secondary objectives on cheap business cards I can make on the computer shuffle them up and have allied players pick so many. This way the German player will really have no idea what the allies are trying to secure.
I know the ferry idea historically didn’t work out and it had nothing to do with the German or Allied players, but it looks like we might want to throw it in as a secondary objective if we run short of other ideas.
As far a DZ go I like you idea of leaving them up to the allied player. I think we should set some rules for example they can only land in open spaces (for obvious reasons) that way we can limitedly funnel them into a general area by placing city, or forest spaces without telling them where they have to land specifically.
I like you idea of swaying away from the traditional objectives and having them move to Appledoorn or Antwerp. I wonder if that’s such a good idea if we make this accurate the British 1st will be the only ones who can reach it and they will have their hands full. If you have a proposal let me know.
I’m still looking for a good map of Eindhoven. If any one comes a cross one let me know. I went to Googel Earth and I found the Lower Rhine, and Waal rivers but Maas doesn’t show up. Even if it did I’m still unsure of where 101st landed in or around it.
Thanks for all the help,
-LT04
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