ORIGINAL: Joe D.
. , ,
Well, I tried favor Allies; it helped to a small extent, but the improved Axis AI makes any headway almost impossible.
IMO, there should to be a scripted orders delay for the Axis -- for about 24 hours -- to simulate the shock of the operation and to give the Brit paras a better chance of getting into Arnhem.
BTW, the two ferries near Pannenden on the lower East end of the map allow units to cross as if they were superhighways!
A sampling of the scenario unit data for both command and line units indicates the Allied units were better quality troops, entered the battle with higher morale, but had slightly lower leadership qualities compared with available Axis units. Those unit attributes would translate into more responsive reaction to human orders and slightly less responsive downstream command and control AI reaction within the Allied on ground units than would be possible using AI on the Axis side. Basically, Axis AI C2 decisions are made slightly quicker but the troops are slower to react once those decisions are communicated as orders.
Historically, the issues the Allies faced were poorer intelligence on the Axis ground forces available to react to Arnheim's defense, a lack of flexibility in addressing changes to the plan at the higher headquarters level once the attack was initiated (radio communication was poor, resulting in issues with supply and potential reinforcement schedule changes), and an overly optimistic plan for the XXXth's progress toward relieving the airborne forces once landed with only air transport supplies available until the ground units could provide relief to fatigued troops and open a more stable supply line.
I don't necessarily disagree with a scripted orders delay, but believe it's a more artificial means of addressing the issues of morale, training, troop status, personnel / equipment fill status, unit cohesion, command quality, and the like to reflect unit / side capabilities and responsiveness that makes the game so rich in terms of realistic response.