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 »

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Some ALPHA testing insights to the Monty's Front Trilogy game engine...

"On the Way to the Rescue!"

This scenario might just end up being my favorite for WEGO: MARKET-GARDEN. I've played it twice (both sides) and each time, I'm thinking of how I can play it better. It is an equal fight.

Here's the background:

Force Level: Medium
Complexity: Medium
Advantage: Balanced

"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 besieged 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

Situation: Elements of the German 1st Fallschirm-Armee are defending along the Maas-Scheldt Canal. This scenario covers the first three days of Operation Market-Garden. It covers the attack of British XXX Corps and link-up with the US 101st and 82nd Airborne Divisions. The scenario starts in the afternoon of 17 September. Therefore, game turn 1 (1400) is a daylight turn; game turn 2 (1800) is a night turn.

Historical Background: Operation Market-Garden marked a critical turning point in World War II as the Allies aimed to secure a strategic foothold in the heartland of Nazi Germany. This ambitious operation, devised by British Field Marshal Bernard Montgomery, sought to launch a daring airborne assault followed by a ground offensive, with the ultimate goal of capturing a series of key bridges in the Netherlands and bypassing the heavily fortified Siegfried Line.

In the days leading up to September 17th, meticulous planning and preparations were underway. Allied paratroopers from the 101st and 82nd Airborne Divisions, as well as the British 1st Airborne Division, underwent rigorous training and briefings. The airborne forces, consisting of over 35,000 men, were tasked with securing and holding key bridges and strategic positions, paving the way for the ground troops to advance rapidly.

Meanwhile, a massive logistics operation was put into motion. Airfields in England were buzzing with activity as aircraft were readied to transport troops, equipment, and supplies across the English Channel. The combined effort involved over 1,500 transport aircraft and gliders, making it one of the largest airborne operations in history.

The weather, however, posed a significant challenge. Unfavorable conditions delayed the operation by a day, causing logistical headaches and a sense of mounting anticipation among the troops. Finally, on the morning of September 17th, the skies cleared, and the order was given to proceed.

As dawn broke, hundreds of aircraft and gliders filled the sky, forming an awe-inspiring sight. The paratroopers descended into enemy territory, encountering heavy resistance from German forces. Despite fierce opposition and scattered landings, the Allied airborne troops fought valiantly to secure their objectives.

Operation Market-Garden marked the beginning of a high-stakes campaign that would test the determination and resolve of both sides. The ultimate success or failure of this audacious plan would have far-reaching implications for the ongoing Allied push towards victory in Europe.
Last edited by bcgames on Fri Sep 29, 2023 5:06 am, edited 3 times in total.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

After playtest, feedback and additional research, what do scenario changes looks like...

Data
* Changed CRT_Battles to be more bloody for Attacker at lower odds. Reversed order of Attacker losses so that the higher the Attackers losses the higher the defenders losses.

Images
* Added a few graphics that were missing for ground units.
* Update the Terrain Effects Chart (TEC) graphics.

On The Way To The Rescue
* Fixed National Quality icons
* Axis Demolition unit quality reduced from Regular to Conscript.
* Axis Garrison unit quality reduced from Regular to Green.
* Changed strength of all 107.Pz-Bde to 90%.
* Allies Coup de main ground support odds shift increased from 2 to 3.
* Allies Coup de main withdraws on GT3 instead of GT4.
* Added Allies Surprise asset for 101st Airborne.
* Allies Surprise ground support odds shift increased from 1 to 2.
* Fixed Axis LXXXVIII.Armeekorps HQ entry turn to coincide with entrance of 59.ID (GT2).
* Fixed Axis LXXXVIII.Armeekorps HQ counter color.
* Fixed picsArmy1 for Nederlandse RIB HQ.
* Added Observation Points to all city and town hexes.
* All US Airborne unit Quality ratings set to veteran.
* Fixed - 101st 502 3rd battalion will not deploy to some shaded hexes.
* All Allies type:Partisan have Quality set to Conscript.
* Removed Swoboda AA Bde; it arrives in the Arnhem area from the East commencing 19 Sep:
* Added 18 Flak Bde HQ at s'Hertogenbosch; it commands all the flak units on the scenario map.
* Added x9 AA platoons under 424.FlaK-Abt/18.Flak Bde to the Axis OB. These are positioned to protect RR bridge crossings of rivers.
* Added Pionier-Bn 59 and 59.Field Replacement Bn to Axis OB; they arrive in the West on GT11.
* AT & AA units with attack/defense factors of 1 are changed to a start strength of 75% or higher...else they look worthless in-game.
* Sperrverband Heinke size changed from division to regiment.
* 6.Penal-Bn assigned to Axis set-up area 2.
* Added Set-up area for Kampfgruppe Heinke.
* The Reuse Delay for 101st ABN Rally the Drop reduced from 4 to 2.
* Fixed 501st Para's set-up area.
* Added missing RR bridges on west hexsides of hexes 8,21 and 10,20.
* Added Battlefield Recovery asset for 107.Pz Bde; appears GT10.
* Fixed units cannot be moved from their start hexes during set-up.
* All fixed units for British 3rd and 50th Division are released on GT4.
* Set-up Area 3 (82nd ABN) removed; units are fixed during set-up.
* Added Dutch Partisan Attacks as Allied Special Event.

And test again...

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

Post by bcgames »

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A new addition to the game engine is the Airhead unit. Each airborne division in MARKET-GARDEN has an assigned airhead. This hex is the central logistics point for the division. Transport and Glider Air Assets are employed to allow the airhead to be used a a supply source for airborne forces.
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Re: Dev Log: Monty's Front--MARKET-GARDEN

Post by bcgames »

Yeah. This one too...published by MARKET-GARDEN plus 80. Not hard...cuz we started Monty's Front game development here.
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