Top reasons for invalidating oos results
Early on, the Germans will have the opportunity to roll and see if the 406th releases which has the quickest route to disrupt the 82nd Airborne’s drop zone and create enough force to stage the first meaningful counter-attack by the Germans. There’s only a 50/50 chance the 406th enters in turns 1 – 3.
For the Germans this can be a huge boon or a hearty reinforcement in turn 4 that can add to the scheduled reinforcements for the area around Nijmegen.
Does the game provide the Germans with ample reinforcements of increasing strength over the course of the game?
Does the game have a solution for blown bridges and have a fail-safe that provides for the possibility of success in a worst-case bridge scenario (all bridges blown)?
At first, these are weak German piecemeal reinforcements, but quickly turn into armored opposition and full strength German regiments ready to tear up the Red Devils.
ZOC Bonds also work a bit like Three Stooges movies.
The scattered mechanic limiting movement and combat factors is a sensible approach that temporarily, and at the regiment’s most critical moment, stings the allied player.
German players will be challenged to balance holding/blowing bridges and river crossings while contesting drop zones.
Does the game model supply (and critically the lack thereof) in a reasonable way that hurts, but doesn’t wholly cripple the allied forces?
There are other criteria for a game to successful as a game, but for a Market Garden game to succeed, it must first check at least these checkboxes for me. Airborne landings are handled smartly with regard for flexibility of drop zones increasing as time goes on while also increasing the difficulty of contested drops.