Since the TRC module had already been done, I felt there might be a need/desire for the sister game. As I had not created a WGP module from scratch before, I thought this would be a good one to start with. I believe everything but the Replacement Chart and Rules Booklet (which has the Movement Allowance Chart on the back) has been accounted for. You're supposed to own the game, after all. I've even included a Weather Chart to keep track of this item. I didn't include any force pools thinking they were unnecessary for as simple a game as this. The group of files distributed with this module includes one setup file for the campaign game (who would want to play anything else?). The scenarios can be easily recreated from this setup file if one so desires. There are holding boxes/areas for all the units as follows: England Box - Allied units awaiting transfer to the European mainland from England, Allied Air counters, Naval counters, Partisan and Carpet Bombing counter are all initially placed here. Africa Box - Allied units awaiting transfer to the European mainland from Africa are initially placed here. Turn Record Track - The German 'R' units are placed on this track in the left-most-middle box. Reinforcements are placed along the track in their turn of arrival (the German 'I' units are placed on the German JUN I box since they arrive as reinforcements on the first turn). There is even a box for the extended game reinforcements due the Germans on APR I. Boxes with only numbers in them are for conversions/withdrawls; consult the German OB charts as applicable. Replacement Track - Replacement Markers are provided here. Allied Supply Capacity Track - For obvious reasons. Underneath this track you'll find port value, RailHead and Control markers for use during the game. Allied/German Dead Pile Boxes - Again, for obvious reasons. Panzer Reserve Box - Put those units here when so designated. The German TAC Availability Chart has the exact number of aircraft available to the German player throughout the game (we're not restricted to unit counts like the game was). The Aircraft Missions chart has plenty of room to place each player's aircraft in. I've even included the River Crossing and Combat Results tables for ease of reference (they were on the map, so I put them off map). Tracks for Overstrength Infantry Divisions, Paris Garrison, 79th Armor Division Substitutes and Volkssturm Infantry are located in the lower lefthand portion of the screen. The specifically located units are in their appropriate cites and the other Military District units are stacked in their respective Military Districts. The, initially, 7 German hidden units can be handled in one of two ways: 1. The German player can simply send an encoded setup file (Winzip or other) to the Allied player describing the locations of his 7, initially, hidden units to be revealed at the appropriate time. 2. When the setup file is loaded, the players will be asked to define players. You should define players 1 and 2, and the German player should initialize the name and password for player 1, then send the file to the Allied player. When both passwords have been initialized, the German player may hide his hidden setup units (Pick up the units to be hidden and select the menu option Unit Control -> Hide Unit). At the appropriate time, the hidden units can be revealed by Unit Control -> Unhide Units. I hope this module brings you back to one of the classical beer and pretzel games of all time. SCD --------------------------------------------------------------------------------