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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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Here are a few things that I've come across while checking Market Garden.
The "BRI" in the "until" column for Engineers in RULES is a bit of a problem because it precludes using "CREATE UNIT" to test the performance of units. I realize that changing "BRI" to "nil" would allow a player to build the unit. However, if the cost of Engineers was raised to 200 or more, a player would have to be nuts to disband fighting units in order to build an Engineer during the course of the scen.
Also, you may want to remove "Can spot enemy subs . . . ." from the PEDIA description of Engineers.
The Bofors SP AA does not appear in the PEDIA display of unit types so that there is no information on its performance unless one reads RULES.
I'm a bit surprised that the initial air support for the airborne divisions does not extend much north of Veghel. Assuming that the Mitchells and Mosquitos are based in Britain, the distance to Eindhoven would not differ greatly from that to Arnhem. Did the Americans not insist on ground attack aircraft support for their paratroopers? I'm not suggesting more aircraft, just a bit more range.
On the same topic, as XXX Corps (hopefully) moves northward, should the spawn sites for replacement aircraft also move northward? As it stands, it takes a Spit or a Typhoon 3 turns to move from Lommel/Lille St Hilbert to Grave.
Is the terrain type "canteliever" a Dutch term or should it perhaps be "cantilever"?
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techumseh
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of the frozen North.
Apr 1999 time: 22:17
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quote: Originally posted by AGRICOLA
Here are a few things that I've come across while checking Market Garden.
The "BRI" in the "until" column for Engineers in RULES is a bit of a problem because it precludes using "CREATE UNIT" to test the performance of units. I realize that changing "BRI" to "nil" would allow a player to build the unit. However, if the cost of Engineers was raised to 200 or more, a player would have to be nuts to disband fighting units in order to build an Engineer during the course of the scen. |
Feel free to change it if you want to experiment. That's what I did.
quote: Also, you may want to remove "Can spot enemy subs . . . ." from the PEDIA description of Engineers. |
That's a leftover from when I experimented with minefield units which had the sub flag. It shouldn't affect gameplay.
quote: The Bofors SP AA does not appear in the PEDIA display of unit types so that there is no information on its performance unless one reads RULES. |
There are less spaces in the pedia than unit slots. Unfortunately, I put the Bofors near the end.
quote: I'm a bit surprised that the initial air support for the airborne divisions does not extend much north of Veghel. Assuming that the Mitchells and Mosquitos are based in Britain, the distance to Eindhoven would not differ greatly from that to Arnhem. Did the Americans not insist on ground attack aircraft support for their paratroopers? I'm not suggesting more aircraft, just a bit more range.
On the same topic, as XXX Corps (hopefully) moves northward, should the spawn sites for replacement aircraft also move northward? As it stands, it takes a Spit or a Typhoon 3 turns to move from Lommel/Lille St Hilbert to Grave. |
I made some judgements in the design and playtest phases which attempted to limit the effectiveness of the allied airforces in the hands of a resourceful human player. There were serious difficulties for the Allied air during the campaign, including weather, rebasing of the logistical "tail", conflicting priorities re: the strategic air offensive and escort of transports as well as Hitler's committment of Luftwaffe resources to stopping Market-Garden. For part of the campaign it was actually the Luftwaffe that was dominant, particularly in the northern portion of the map.
Do my choices reflect the hurdles faced in projecting Allied airpower during the campaign? I think so. Could I have done it some other way? Undoubtably.
quote: Is the terrain type "canteliever" a Dutch term or should it perhaps be "cantilever"? |
It's um, a Flemish engineering term, meaning "bridge that falls into the water". 
Thanks for your comments, AGRICOLA. I'll make use of them if I do a version 2.0.
There is an error in the events files - yes, all 9 of them. In the locations for replacing flail and engineer units that are killed, the first coordinate is followed by a period rather than by a comma. The interesting result is that if one of these units is lost, it is replaced 6 turns later at the NORTH edge of the map rather than at the south. You can just fix them manually or I can post a set of new events files. Please let me know your preferences. Sorry. 
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