NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
Here is a link to
GENERIC DOCUMENTATION
...also see
TERMS and MARKERS,
Battle Support Explained,
FAQ, and
Privacy Policy
Game webpage
OPERATION MARKET GARDEN specific documentation
Night time: Reduces Allied movement more than German movement, Artillery will be less effective for both sides, and aerial functions will not be available.
Armor has limited ability to cross rivers without bridges.
Airdrop supply: Tap a desired hexagon to try to drop a supply source there. The location of this under-fire drop varies, so in the worst case it lands on a hexagon under the enemy rule. The amount of supplies per airdrop supply varies and it is shown on the resource once it has been dropped in play. Airdrop supplies in enemy-held hexagons might get destroyed.
BRIDGES: German immobile defences protecting bridges will be reinforced from time to time if there is no Allied presence nearby.
STRATEGIC RESOURCES: You cannot get more strategic resources. Resistance cannot be activated during the midday. B17 carpet bombing or Operational Movement cannot be activated during the night. Only one strategic resource per two turns can be used.
AIRFIELD: Capturing the airfield north east of Arnhem will give the Allies three units as reinforcements over time.
GERMAN UNIT TYPES:
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Training Unit: Weak infantry unit, more likely to withdraw under pressure.
Tank Unit : German armored formation with Panzer IV tanks (the workhorse of the Wehrmacht).
Bunker : Immobile defense structure on key locations like river crossings.
Pillbox : Weak immobile defense structure on key locations like river crossings.
Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.
Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack. Bonus vs immobile units. Poor line-of-sight.
AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).
ALLIED UNIT TYPES
Airborne: Strong British/American infantry unit.
Infantry: Regular Allied infantry unit. Will receive most of the replacements.
Sherman tank unit: Regular Allied armored formation.
Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.
Supply Depot: Supplies deliver the requested/chosen resources like minefields, etc.
Airdrop Supplies: Each airdrop supply gives supply for 1-3 airborne units (each airborne unit which does not have an open route to supply city must have a route to airdrop supply or it is considered out-of-supply).
AIRFIELD: Capturing the airfield north east of Arnhem will give the Allies three units as reinforcements over time.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.