Glenn Saunders Wrote:Huib - it was Ed who suggested this - but I am not sure he was aware that this map was created by John Tiller, not my partner who normally makes maps.
We do not have the Source map John Tiller used to create the map and you previously sent me the image where the hex on your map was village and ours was apparently clear (Tiller check that one for me). At that time John decided to stay with his original period source map. I say this because I really doubt he will change this game map and I would rather save you the hassle rather than have you go to a lot of work for nothing.
That said - it is up to you if you want to do it. However I would recommend if you want Tiller to see what you prepare, sent it to HPS Support and they can pass it on for you. Of course you can post whatever you like for images here for all to see, too but John doesn't respond to posts on forms so the only way he will see your stuff is if you sent it to support at HPS.
Glenn
I'll follow your advice here and will send a mail to HPS. I will also follow Ed's advice to bring these suggestions for improvement down to a few main points. My guess is that JT has used an Allied period source map. These are usually printed in bi- or tri color (black & white + green for woods and blue for water). Unless you are familiar with Dutch language you'll miss several terrain types because they show up "white" on these maps, which matches exactly with what happened on the game map: clear hexes while there is in reality uncultivated rough moorland or marshes.
The game map:
http://www.esnips.com/doc/79404d87-26b3-...n-game-map
example of a full color map (moorland etc is pinkish color)
http://www.esnips.com/doc/71483c3c-1ab2-.../Eindhoven
Click this link for a smaller version on photobucket:
http://i305.photobucket.com/albums/nn213...nklein.jpg
Example of a bi-color Allied map:
http://www.esnips.com/doc/06a21914-ba58-...6d6/Arnhem
click this link for a smaller version on photobucket:
http://i305.photobucket.com/albums/nn213...mklein.jpg
(note that the DZ Ginkel heath moorland shows as white/clear here while in fact it is rough, although the Ginkel heath is less rough than the moorlands south of the river)
The second issue is the elevations: mainly the fact that the Groesbeek heights extend eastward through the Reichswald. The Reichswald has several hills that are over 80 meters. Kleve is a big city partly on high ground (very steep there). Also a part of the Reichswald is missing (namely the large chunk called Klosterhufe that was cut down after the war) example:
http://www.esnips.com/doc/9b913c56-eb7d-...5596/Kleve
click this link for a smaller version on photobucket:
http://i305.photobucket.com/albums/nn213...eklein.jpg
The last issue is 'choices': the are some important wooded areas missing near Hell's Highway at Koevering hamlet. These woods are about 1km2 but perhaps a little smaller that's why they may have been left out? But since everybody who was fighting there; both Americans and Germans dug in just there, they would have to be represented. After all: the Waal is also not 1 km wide but it's perfectly understandable that the choice was made to make it a full hex river anyway. I will post an image of these woods later.
---> this is example of these woods. This time taken from a modern map but the woods themselves are still the same size and shape (the foxholes are still there too)
http://home.hetnet.nl/~kversl35/huib/wandelroute.htm
(the orange arrows are inter active)
In the game this would be about hex 14,64 15,65 possibly 16,65 as well. The first hex is the "Eerdsche Bergen". This area is known in the history of the 101st as "the battle of the sand dunes". The other 2 hexes are the "Logtenburg woods" where the Germans dug in with field of fire over Hell's Highway from both sides.
If these adjustments could be implemented MG44 could turn into a perfect game. Apart from the map examples above I also have the full 1:50.000 German set in full color should they be needed to make the adjustments.
Huib