Arnhem must surely be a wargamer's fantasy. Massed tank columns trying to drive across Holland, cross the Rhine and into Germany with the assistance of a daylight assault by an entire airborne army. It's little wonder it has been the subject of so many games and must compete with 'the bulge' as Western Europe's most popular WWII battle. Each a.m. game turn commences with removing fatigue markers from units not adjacent to the enemy and determining initiative and weather. The player who rolls the lowest number on a ten sided die chooses whether he goes first of second on this and the following p.m. turn.
Weather is either clear or foul, which affects movement and grounds all air support.
It is in the combat phase, though, where this game really excels and breaks new ground. Bombardment is by artillery within range and air points and results in step losses for the enemy if successful. Success depends on what type of terrain exists in the target hex, with clear offering no shelter and woods or urban hexes offering the best. Manoeuvre combat is based on traditional odds with modifications for terrain, supply and either the attacking or defending units having the best efficiency rating - a measure of a unit's training, effectiveness and cohesion. Artillery and air support can also be added.