by Bruce E. Gletty
It's been a while, but I remember some oddities. The victory conditions are strange. It's 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. The 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. It's a LONG game (106 turns ??) The high effectiveness artillery and heavy weapons chew up infantry that is not in entrenchments. Back to Strategist 311 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |