Dev Log: Monty's Front--MARKET-GARDEN

The new game by Brian Kelly, sequel to Desert War: 1941-1942
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

MARKET-GARDEN approaching ALPHA:

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DESERT WAR and STALINGRAD will be upgraded to the Monty's Front game engine.

One engine to rule them all...
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Hellway
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by Hellway »

Excellent news and initiative, I'll be your first customer. But I hope it's compatible with the mods you've already created :D
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

erm...If I created it--it will be compatible...that's the whole point of "one engine to rule them all". ;)
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

Boardgames on Market-Garden according to Ardwulf...I like listening every week to his opinions/insights regarding wargames. Check him out here:

https://www.youtube.com/live/zrJlXgptfLk?feature=share

Holland '44 by Mark Simonitch is #2 on his list of best games on the topic. I would put it at #1...but you decide.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

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ORGANIZATIONAL INTEGRITY EXPANSION FOR MONTY'S FRONT

"In battle, as in life, the most effective force is one that is organized, disciplined, and focused on a common goal." - General Bernard Montgomery

Ensuring the cohesion of combat organizations is a crucial factor in WEGOWW2. Players who skillfully maintain the unity of their organization's units will reap rewards. Conversely, those who scatter units across the map or mix units from different organizations during attacks or defense will diminish the combat effectiveness of these subordinate units. Therefore, we have expanded the organizational integrity capability from one line per National Army to three lines per National Army.

To assess the effectiveness of different organizations within a nation, three Organizational Integrity Ratings (OIRs) are employed: A, B, and C. These ratings indicate the potential disparities in effectiveness among various organizations belonging to each Nation. OIR A represents the highest rating, while OIR C signifies the lowest. When ground units under different headquarters jointly engage in attacks or defense, penalties will be applied to the final attack and/or defense value. This reflects an organization's ability to execute coordinated, combined arms operations.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

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OPERATION MARKET-GARDEN Lessons Learned from 1944:

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Re: Dev Log: Monty's Front--MARKET-GARDEN

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Re: Dev Log: Monty's Front--MARKET-GARDEN

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Re: Dev Log: Monty's Front--MARKET-GARDEN

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Re: Dev Log: Monty's Front--MARKET-GARDEN

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Re: Dev Log: Monty's Front--MARKET-GARDEN

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""As soon as the air armada came into view I ordered "Zero hour 1435 hours." At 2 p.m. precisely there was a sudden, deafening roar and a noise as though an express train were passing overhead. Our guns had opened their counter-artillery programme, and the battle of Arnhem was on. Under cover of the preliminary artillery bombardment the Irish Guards started moving into position just short of the start line."" -- Lieutenant-General Sir Brian Horrocks, A Full Life: An Autobiography

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Operation Market Garden 1944 RAW British footage
https://youtu.be/mKd__pTUsx8
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

In Monty's front: Market-Garden, the Germans will have new ways to Interdict Allies supply and command control activities...especially when least convenient. The road to Arnhem and the Zuiderzee will be a tough row to hoe:

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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by Deathtreader »

Hi all,

Nice ideas for the simulation of delays etc.

This would be a nice addition to Overlord as well.....to replicate the devastating effect of allied airpower on Panzer Army West as it attempted to move into action.

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

Deathtreader wrote: Tue Aug 01, 2023 11:45 pm This would be a nice addition to Overlord as well.....to replicate the devastating effect of allied airpower on Panzer Army West as it attempted to move into action.
Indeed.

We have also introduced terrainType:Damage to help replicate movement issues created by heavy bomber attacks on Caen, St. Lo, etc. Construction Engineers will help clean things up...

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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by governato »

what will be the time/spatial scale of Market Garden?

It'd be interesting to have scenarios with more turns per day than Stalingrad (say 8-10 turn per day, + 1 night turn)


the increased time granularity 'd fit well the 'dense' battefield of this campaign.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

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governato wrote: Wed Aug 16, 2023 3:02 pm what will be the time/spatial scale of Market Garden?

It'd be interesting to have scenarios with more turns per day than Stalingrad (say 8-10 turn per day, + 1 night turn)
The standard for our games that use the WEGO World War II system is--2500 meters per hex. The number of turns per day depends on the time of year, and the location of the area of operations on Planet Earth (Google BMNT/EENT to understand the idea of daylight...and NOT daylight) .

Employing this standard, OVERLORD and MARKET-GARDEN will have four turns per day (three day, one night). Night capability for a scenario depends on the phases of the moon and % illumination on any given day/night turn.

The editor/data files allow scenario designers to explore different design choices.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by governato »

bcgames wrote: Thu Aug 17, 2023 2:09 am
governato wrote: Wed Aug 16, 2023 3:02 pm what will be the time/spatial scale of Market Garden?

It'd be interesting to have scenarios with more turns per day than Stalingrad (say 8-10 turn per day, + 1 night turn)
The standard for our games that use the WEGO World War II system is--2500 meters per hex. The number of turns per day depends on the time of year, and the location of the area of operations on Planet Earth (Google BMNT/EENT to understand the idea of daylight...and NOT daylight) .

Employing this standard, OVERLORD and MARKET-GARDEN will have four turns per day (three day, one night). Night capability for a scenario depends on the phases of the moon and % illumination on any given day/night turn.

The editor/data files allow scenario designers to explore different design choices.

Thanks for the explanation. I agree multiple choices are possible

Currently he editor allows the designers a max of 6 turns/day (on eof them a night turn) so say in June in Northern France with a full moon ;)

one can do 6 turns/day with 5 daylight turns (about 4hrs each) and one night turn (again of 4hrs) = 24hrs!

or in Winter with cloud cover...

5 turns/day with 4 daylight turns (of 4 hours) and one long night turn of 8hrs..= 24hrs!


I brought this up as I was wondering if smaller scale scenarios (say 1 mile per hex) 'd benefit from more turns per day depending on season/Moon etc.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

governato wrote: Thu Aug 17, 2023 4:37 pm ...I was wondering if smaller scale scenarios (say 1 mile per hex) 'd benefit from more turns per day depending on season/Moon etc.
We are sticking to the 2500 meter hex standard from this point onwards.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

"I'm not saying this will be the easiest party that we've ever attended but I still wouldn't miss it for the world. I like to think of this as one of those American Western films. The paratroops, lacking substantial equipment; always short of food--these are the beseiged homesteaders. The Germans? Well naturally they're the Bad Guys. And XXX Corps? We my friends are the cavalry--on the way to the rescue!" -- Lieutenant-General Brian Horrocks, Commander, XXX Corps, A Bridge Too Far

At long last, today we begin ALPHA testing the Monty's Front Trilogy game engine. In honor of 17 September 1944, we will start by using the, "To The Rescue" scenario from the MARKET-GARDEN game.

Here's an image of the start-up locations for the Germans along the Maas-Scheldt Canal (map artwork will get another big bump before publication). A boat load of XXX Corps exist to the south of this German line (not shown due to FOW limitations at start-up):

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It's always fun to reach this point in the game development...cuz the ALPHA play and scenario balancing create the heart of the game.

Onwards!
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by Fraggo5 »

Greta news, I hope all goes well with the Alpha testing.
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