I set up the historical scenario. Most of the units in this game enter as reinforcements, so a turn of entry notation would have been useful, too. To win, the Allies must use their glider and airborne units to seize bridgeheads across several rivers and canals that dominate the mapboard, then push the bulk of his ground troops across the Waal River. The Allies get one VP for each German unit they destroy, but the majority of their VP come from holding territory on the north end of the map at game's end. The Germans get 5 VP for destroying Allied units, and three points each turn for any Allied unit that cannot trace a line of communications.
Allied units begin in three clumps.
The 101st Airborne begins near their drop zone south of Veghel, and reinforcing ground units appear a few hexes to the south, near Eindhoven. The 82nd Airborne lands in the rough terrain south of Nijmegen. I sent three battalions of the 101st racing north to grab the bridge over the Maas at Grave. The remaining six battalions were used to secure approaches to the the Zuid Willems Canal, which would be the first of many rivers the reinforcing Allied ground forces must cross. Most of the 82nd spread out to advance on Nijmegen.