This is just the first scenario. The designer is doing this as a phased project. The Longest Day - Avalon Hill Game Co 1980 WGP2 Module by Scott C. Davies, June 2000 General Comments: This module is being created to be functionally representative of the original boardgame. It is, by no means, meant to faithfully recreate the game exactly. Many changes have been made to allow ease of play rather than exact duplication. This module is being released in 6 phases as follows: 1) Mortain - 1st mapboard and initial counters ( est - Jun2000). 2) Falaise Pocket - 2nd mapboard and more counters (est - Jul2000). 3) Cobra - 4th, 5th and 6th mapboards and air (est - Sep2000). 4) Cherbourg - No additional mapboard, but naval and fortifications are added (est Oct2000). 5) Normandy Beachhead - Final two mapboards and invasion stuff (est - Dec2000). 6) Campaign - Everything else needed to play this; mostly counters (est - Jan2001). I figure each phase will take about a month to do, with phases 3 and 5 taking the longest due to 2+ maps being required each; so about an 8 month process . I will provide the extra counters necessary in each phase for those who want to use all the rules in even the most basic scenario, Mortain. Map Comments: The map has been turned 90 degrees to conform with WGP hex definitions (board north is to the right). Obviously, there is not enough room, given the hex size and label constraints of WGP2, to put the village/town/city names on the map. These are included as part of the hex name field. Only the cities and those towns with big dots have been named; others are just shown as small dots. Also, the bridges are not specifically put on the map either. Primary/secondary roads, causeways and railroads across river hexsides are assumed to have bridges [I cannot find a case where this is not so - if you find one, let me know and I'll think of something to handle the special case(s)]. Counter Comments: I've had to rearrange the unit values a bit to accommodate the lack of space. In general, Att/Def/Move values are from left to right along the bottom of the counter. Stacking values are a field which appears in the stack window [nice because you can see where potential overstacking can occur with the 'total' value having been set]. This convention is a bit different for HQ's and Artillery. The HQ defensive values (they have no attack factor) are in the upper right-hand corner and their movement value is lower right-hand corner. The artillery attack values are in the lower left-hand corner in parentheses and the defensive values are in the upper right-hand corner (movement values are still in the lower right-hand corner). The ranges of these units will be shown in the final two stack windows as min/max values. In addition, HQ/supply units are square, not round. Making them round just didn't seem feasible. I've deviated from the original game a bit with respect to remnant counters. It is my belief that units don't 'disappear' because there aren't enough remnant counters around. One may argue this helps recreate a situation where armies would consolidate their remnants and only a certain amount would actually be available. So be it. I made the module, you play it as you wish. If you wish to restrict the number of remnants, just keep track of the number on the board, and if the ceiling is reached, don't allow any more to be created. In the case where you don't care, each counter which could create a remnant has that 3rd step defined as applicable. The Roman numeral convention for ground units has been abandoned. There are only 11 spaces for naming a unit and using Roman numerals hindered the naming convention. Normally, German ground battalions have kept their identities. The auxiliary units, however, have been altered a bit to identify them with their parent division. Comparing a module division to the game division should give players the idea of how I categorized units within their respective division. Charts and Tables Comments: I've provided many more interdiction markers than provided in the original boardgame. There will be 'storage' locations for aircraft assigned to interdiction markers. The intent here is as follows - assign aircraft to the storage location and calculate the interdiction radius. Then pickup the corresponding interdiction marker and place that on the map. For example, the American player assigns 5 aircraft to storage location #1, then pick up an "Interdiction 3" marker and place it on the map. This eliminates the need for additional numbered counters which would clutter the map. It would probably be wise to make sure interdiction markers are always on top of the stack. Obviously, neither the American nor British 'player' may have more than 8 interdiction markers on the map at any one time.