Ok Josh, the senator's boy, has his more worthy cousin on the counter with him. For a moment there I forgot why I did the non-random leaders the way I did. Then I remembered I needed to mimic the pool for player selected leaders. Otherwise there is really no point in even having flippable leader counters.
... More and more, people around the world are coming to realize that the world is flat!
So, as it turns out, all of the OBA is "backwards." I didn't realize that the modules had an American side and a German side to the OBA box. It doesn't really affect anything, just that the 1st time you fire the OBA marker will flip to the other side of the screen.
Okay, so I still can't get wreck markers to move once they are on the board, and I am not able to delete them. Is there a trick to it?
Edit: Let me clarify. It seems like sometimes they will move, sometimes they will get locked in a hex. For instance, I put a wreck in hex 0602 of map 24. It moved fine. I moved it to 0703. It became stuck. I put another wreck in 0602. I moved it to 0603, 0704 and 0703 just fine. In fact, it moved out of 0703. I moved it to 0903 or 1003 (I forgot which) and it became stuck. Weird.
Congrats J6A. Elsenborn ridge is a great game to have this resource for.
Jim Dunnigan used to say that more playtesting occured in the first week after release of a new boxed game than in 4 months of playtesting. Let's listen to corrections croping up.
As an FYI, I've started work on the Kokoda assist files. Naming them is going to be a PITA because of the battle games, and I'll figure out something, I'm sure.
I just did the 3 intro scenarios and the 1st 2 regular scenarios tonight. The scenarios in this one tend to be small with little OBA, so I'm hopeful of finishing them this week and getting them over to Dr. B to post.